Book ■ E r^ v- 



()op}Tight}^°_ 



COPVRIGHT DEPOSIT. 



ADVANCED BRIDGE 



THE HIGHER PRINCIPLES OF THE GAME 
ANALYSED AND EXPLAINED, AND 
THEIR APPLICATION ILLUSTRATED, 
BY HANDS TAKEN FROM 

ACTUAL PLAY *^ ^ C 

TTr 

BY 

J. B. ELWELL 

AUTHOR OF ''ELWELL ON BRIDGE'* 
''BRIDGE TOURNAMENT HANDS " 



FIFTH EDITION 




NEW YORK 
CHARLES SCRIBNER'S SONS 

190,5 



(\uv ? 1905 
I 36 3 7 ? 



Copyright, 1904, 1905, by 
J. B. ELWELL 



TROW DIRECTORY 
PRINTING AND BOOKBINDING COMPANY 
NEW YORK 



TO ' 

Mr. henry L BARBEY 

FIRST IXTRODUCED BRIDGE iN AMERICA 
THE AUTHOR CORDIALLY DEDICATES 
THIS BOOK 



PREFACE 



In the study of any game, the foundation of suc- 
cess must be a thorough acquaintance with the prin- 
ciples of play. This once attained, future progress 
becomes easy and rapid. 

Many writers on Bridge have left much of the 
play to the individual judgment and knowledge of 
the player, and in most works on this subject, illus- 
trations of the fundamental principles are largely 
wanting. 

The present work is an attempt to supply these 
deficiencies; this volume is intended to aid the 
Bridge student in acquiring a practical acquaintance 
with the various forms of attack and defence as out- 
lined by the best players. Particular attention is 
given to the dealer^s play of the dummy hand, the 
management of trumps is outlined in detail, and 
the underlying principles are fully illustrated by the 
complete play of selected hands. 

The writer has endeavoured to make this work 
vii 



Vlll 



PREFACE 



simple in its arrangement and style so as to be 
adapted to the capacity of all lovers of Bridge, com- 
prehensive and complete so as to be a sufficient and 
certain guide in the most difficult as well as in the 
easy situations. 

The laws of Bridge published in this edition have 
been prepared by the author, who has used as a foun- 
dation the codes accepted by the principal clubs of 
the world. The author does not favour the exaction 
of a penalty for the dealer's lead out of turn. The 
American opinion on this point is divided, but the 
English practice is to exact no penalty. Otherwise 
the various club codes show but minor differences. 



^ ^ CONTENTS ^ ^ ^ 



PAGE 

PREFACE Tii 

THE LAWS OF BRIDGE .1 

ETIQUETTE 22 

BRIDGE FOR THREE PLAYERS .... 25 

THE SCORE 27 

Declaring to the score . . . . .27 

Playing to the score 28 

The non-dealer's play to the score . . . .29 

THE DECLARATION 31 

No-Trump declaration by the dealer .32 
Rules for No-Trump declaration by the dealer 32 

^ No-Trump with three aces 35 

^ No-Trump with two aces and one other guarded 

suit 35 

No-Trump with two aces 36 

No-Trump with one ace 37 

^* No-Trump without an ace 37 

Examples of No-Trump makes . . . .38 

Hearts 38 

Rules for the heart make 40 

Five hearts including three^ honours . . . .40 
Five hearts including two honours . . . .41 

Five hearts with one honour 41 

Four hearts with three honours » . . . .41 
ix 



CONTENTS 



PAGE 

Examples of hands that should not be passed . . 42 

Hearts in preference to ** No-Trump ... 42 

Hearts, not No-Trump 43 

Diamonds 43 

Qubs 46 

Spades 47 

Passed makes , . 47 

Abandoning spade hands 49 

DOUBLING 51 

Redoubling ....<,.... 54 

Estimating the value of a hand 54 

The lead when partner has doubled . . . .55 

The heart convention 57 

The weak suit convention . . » . . .57 

THE NON-DEALER^S PLAY AGAINST A 

DECLARED TRUMP 59 

The opening lead 60 

Examples of opening leads 63 

Inferences from high card leads 64 

Inferences from low card leads 67 

Examples of inference from opening leads . . .68 

Original trump openings 70 

Original trump openings from strength . . .72 
The trump lead against a spade make . . . .72 
How to play to partner^s trump opening . .73 
Leading trumps to prevent a ruff in the weak trump 

hand 74 

Short suit openings 74 



COXTEXTS xi 



PAGE 

Leading through strength . . . . . TT 

When to lead through strength 78 

Choice of suits to lead through . . . . .79 

Suggestions for third hand play 80 

Inferences from third hand play 82 

Leading up to dummy 87 

The Echo 88 

Forcing 89 

Returning partner^s lead 91 

Second hand play 91 

When you play before the dummy . . . .92 
When you play before the dealer 94 

INFERENCES 95 

The value of information 96 

How to draw inferences 97 

Inferences regarding the make 98 

General inferences 99 

THE NON-DEALER^S PLAY OF A NO-TRUMP 

HAND . .102 

The original lead 103 

The original lead at ''No-Trump'' .106 
Opening a short suit against a '' No-Trump *' declara- 
tion 107 

Unblocking 108 

Returning partner's lead 109 

Holding up by the non-dealers . » . . o 111 
Examples of holding up . . » . . .112 
Taking out re-entry cards . , . . . .115 



xii 



CONTEXTS 



PAGE 

THE DISCARD 116 

The discard against a declared trump . . . .117 
The discard at No-Trump . . . .118 

Hints on discarding 121 

The reverse discard 122 

Discarding by the dealer ...... 122 

THE DEALER^S PLAY 124 

Combining the hands of dealer and dummy . .125 

Ace^ queen, jack combination 125 

Ace, king, jack combination 127 

Ace, jack, ten combination 12^ 

King, jack, ten combination 129 

Miscellaneous combinations 130 

Arranging the lead .131 

Finessing =132 

The finesse obligatory . . . . .184 
"Watching the discards in order to locate finesses . .185 
Second hand plays 136 

MANAGEMENT OF TRUMPS BY THE DEALER 139 

When to lead trumps 189 

"When not to lead trumps 141 

Unblocking the trump suit 142 

Not forcing your strong trump hand . . . .142 
Leading trumps to prevent a ruff .... 148 
"When to draw the remaining trumps .... 144 

Discontinuing the lead of trumps 144 

When to trump 146 

Overtrumping 147 



COKTEKTS xiii 



PAGE 

Re-entry cards . 

Forcing discards . . c 148 

Throwing the lead 150 

THE DE ALERTS PLAY OF A NO-TRUMP^' 

DECLARATION 151 

Choice of suits 152 

Keeping the commanding card of the adversaries^ suit . 154 

Re-entry cards 158 

Unblocking 162 

Overtaking . . .164 

Ducking 167 

Overtaking and unblocking 171 

Overtaking and ducking 172 

The defence against overtaking and ducking . .173 

CARD STRATEGY 175 

LOST TRICKS 183 

^YOUR PARTNER/^ HIS IDIOSYNCRASIES, 

AND SOME OF YOURS . 190 

ILLUSTRATIVE HANDS 195 

END PLAYS 277 

Refusing to draw the losing trump • . . . 279 
Leading the losing trump ...... 280 

Throwing the lead 281 

Leading a singleton 282 

Saving a low trump to lead 283 



xiv 



CONTENTS 



PAGE 

Refusing to over trump . . . . . . 284 

The extra trump 285 

Unblocking 286 

Making a tenacc 287 

GLOSSARY , . . 289 

INDEX 29a 



INDEX TO ILLUSTRATIVE HANDS 



PAGE 

1. Saving an entry card^ Leading the losing tmmp . 197 

2. Not showing adversaries that the weak hand can 

^'rtiff^' . . 199 

3. Leading the losing trump 201 

4. Arranging the lead . . . . . . 

5. Not leading trumps until losing cards have been dis- 

carded 205 

6. Leading through 207 

7. Refusing to accept a force 209 

8. Not taking a finesse which^ if unsuccessful, would 

block the trump suit . , . .211 

9. Saving an entry card. Overtaking • . . . 21S 

10. Double entry 215 

11. Making an entry card 217 

12. A card of re-entry 219 

13. Double entry 221 

14. Overtaking to make an entry card .... 22B 

15. Not holding up an ace. Unblocking .... 225 

16. Holding up a king 227 

17. Overtaking, losing a trick, in order to make a suit . 229 

18. Not taking a finesse 231 

19. Forcing discards to locate a finesse .... 233 

20. Deschapelles coup. Finesse obligatory . . .235 

XT 



xvi INDEX TO ILLUSTKATITE HANDS 



NO. PAGE 

2\. Not allowing adversary to lead through a once guarded 

king 237 

22. Not allowing an established suit to make . . . 239 

23. ''Ducking^' . 241 

24. Leading through dummy ^s strength .... 243 

25. Preventing a ruff by the weak trump hand . . . 245 

26. Preventing a ruff by the weak trump hand . . . 247 

27. Not forcing 249 

28. Inference 251 

29. Inference 253 

30. Inference . • • • 255 

31. Leading through 257 

32. Overtaking by the adversary 259 

33. Refusing to play the high card of a long suit . . 261 

34. Arranging the lead 263 

35. Not unblocking. Deschapelles coup .... 265 

36. Abandoning a suit 267 

37. Discarding commanding cards ..... 269 

38. Counting . . .271 

39. Allowing the weaker hand to ^* r uff , . . 273 

40. Not holding up an ace - . • . . 275 



ADVANCED BRIDGE 



The Laws of Bridge 



REVISED 1905 



THE RUBBER 

1. The partners first inning two games win the 
rubber. If the first two games be won by the same 
partners^ the third game is not played. 

SCORING 

2. A game consists of thirty points obtained by 
tricks alone, exclusive of any points counted for hon- 
ours, chicane or slam. 

3. Every hand is played out, and any points in ex- 
cess of thirty points necessary for the game are 
counted. 

4. Each trick above six counts two points when 
spades are trumps, four points when clubs are 
trumps, six points when diamonds are trumps, eight 
points when hearts are trumps, and twelve points 
when there are no trumps. 

5. Honours are ace, king, queen, knave and ten 
of the trump suit; or the aces when no tramp is 
declared. 

6. Honours are credited to the original holders 
and are valued as follows : 

1 



% \ THE LAAYS OF BRIDGE 



Declaeation. 




4^ 


♦ 


IT 


No 
Trumps 






2 


1- 


6 


8 


12 




f 3 Honours 


4 


8 


12 


16 


30 


4 




8 


16 


24 


32 


40 


no 


4 


(All in one hand) 


16 


32 


48 


64 


I DO 




5 




ID 


20 


30 


40 




o 


5 


" (4 in one hand) . . 


18 


36 


54 


72 







5 


(All in one hand) 


20 


40 


60 


80 








Chicane 


4 


8 


12 


16 








Rubber 100, Grand Slam 40, 


Little Slam 20. 





7. If a player and his partner make thirteen 
tricks^ independently of any tricks gained by the re- 
voke penalty^ they score Grand Slam and add forty 
points to their honour count. 

8. Little slam is twelve tricks similarly scored^ 
and adds twenty points to the honour count. 

9. Chicane (one hand void of trumps) is equal in 
value to three honours^ i.e., if partner of plaj^er hav- 
ing chicane scores honours he adds the value of three 
honours to his honour score, while, if the adversaries 
score honours, it deducts an equal value from their 
honour score. Double Chicane (a player and his 
partner both void of trumps) is equal in value to four 
honours, and the value thereof may be deducted from 
the total honour score of the adversaries. 

10. The value of honours, slam, little slam, or chi- 
cane, is in nowise affected by doubling or redoubling. 

11. At the conclusion of a rubber the scores for 



THE LAWS OF BRIDGE 



3 



tricks, honours, Chicane, and Slam, obtained by each 
side are added, and one hundred points are added to 
the score of the winners of the rubber. The differ- 
ence between tlie completed scores is the number of 
points won or lost hj the winners of the rubber. 

12. If an erroneous score affecting tricks be prov- 
en, such mistake must be corrected prior to the con- 
clusion of the game in which it has occurred, and 
such game shall not be considered as concluded until 
the following deal has been completed and the trump 
declared, unless it be that the game is the last one 
of the rubber, — then the score is subject to inquiry 
until an agreement between the sides (as to the value 
of the rubber) shall have been reached. 

13. If an erroneous score affecting honours, chi- 
cane or slam be proven, such mistake may be cor- 
rected at any time before the score of the rubber has 
been made up and agreed upon. 

CUTTING 

14. The ace is the lowest card. 

15. In all cases every player must cut from the 
same pack. 

16. Should a player expose more than one card, 
he must cut again. 

FORMING TABLES 

17. The prior right of playing is with those first 
in the room. If there are more than four candidates 
for seats at a table, the privilege of playing is de- 



4 



THE LAWS OF BRIDGE 



cided by cutting. The four who cut the lowest cards 
play first. 

18. After the table is formed^ the players cut 
to decide on partners; the two lowest play against 
the two highest. The lowest is the dealer^ who has 
choice of cards and seats, and who, having once made 
his selection, must abide by it. 

19. Should the two players who cut lowest, secure 
cards of equal value, they shall re-cut to determine 
which of the two shall deal, and the lower on the re- 
cut deals. 

20. Should three players cut cards of equal value, 
they cut again ; if the fourth card be the highest, the 
two lowest of the new cut are partners and the lower 
of the two the dealer ; if, however, the fourth card 
be the lowest, the two highest on the re-cut are part- 
ners and the original lowest the dealer. 

21. Six players constitute a full table, and no 
player shall have a right to cut into a game which is 
complete. 

22. When there are more than six candidates, the 
right to succeed any player who may retire is ac- 
quired by announcing the desire to do so, and such 
announcement shall constitute a prior right to the 
first vacancy. 

CUTTING OUT 

23. If at the end of a rubber, should admission be 
claimed by one or two candidates, the player or play- 
ers having played a greater number of consecutive 



THE LAWS OF BRIDGE 



5 



rubbers shall withdraw; but when all have played 
the same number, they must cut to decide upon the 
outgoers ; the highest are out. 

RIGHTS OF ENTRY 

24. A candidate desiring to enter a table must de- 
clare such wish before any player at the table cuts 
a card, either for the purpose of beginning a new 
rubber or of cutting out. 

25. In the formation of new tables, those candi- 
dates who have neither belonged to nor played at any 
other table have the prior right of entry. Those 
who have already played decide their right of admis- 
sion by cutting. 

26. A player who cuts into one table while be- 
longing to another, shall forfeit his prior right of re- 
entry into the latter, unless by doing so he enables 
three candidates to form a fresh table. In this 
event he may signify his intention of returning to 
his original table, and his place at the new one can 
be filled. 

27. Should any player quit the table during the 
progress of a rubber, he may, with the consent of the 
other three players, appoint a substitute during his 
absence; but such appointment shall become void 
with the conclusion of the rubber, and shall not in 
any way aflEect the substitute's rights. 

28. If anyone break up a table, the remaining 
players have a prior right to play at other tables. 



THE LAWS OF BKIDGE 



SHUFFLING 

29. The pack must neither be shuffled below the 
table nor so the face of any card be seen. 

30. The dealer^s partner must collect the cards 
for the ensuing deal and he has the first right to 
shuffle the cards. Each player has the right to shuf- 
fle subsequently. The dealer has the right to shuffle 
last^ but should a card or cards be seen during his 
shufflings or whilst giving the pack to be cut, he 
must re-shuffle. 

31. Each player, after shuffling, must place the 
cards properly collected and face downward to the 
left of the player next to deal. 

THE DEAL 

32. Each player deals in his turn; the order of 
dealing goes to the left. 

33. The player on the dealer^s right cuts the pack, 
and in dividing it he must not leave fewer than four 
cards in either packet; if in cutting or in replacing 
one of the two packets a card be exposed, or if there 
be any confusion of the cards or a doubt as to the 
exact place in which the pack was divided, there must 
be a fresh cut. 

34. When the player whose duty it is to cut has 
once separated the pack he can neither re-shuffle nor 
re-cut the cards. 

35. Should the dealer shuffle the cards, after the 
pack is cut, the pack must be cut again. 



THE LAWS OF BRIDGE 7 



36. The fifty-two cards shall be dealt face down- 
ward. The deal is not completed until the last card 
has been dealt face downward. 

37. There is ISTo Misdeal. 

.ANEWDEAL 

38^ There must be a new deal — 

a If the cards be not dealt into four packets, one at a time, 

and in regular rotation, beginning at the dealer's left. 
h If, during a deal, or during tlie play of a hand, the pack 

be proven incorrect or imperfect. 
c If any card be faced in the pack. 

d If any player have dealt to him a greater number of 
cards than thirteen. 

t If the dealer deal two cards at once and then deal a third 
before correcting the error. 

/ If the dealer omit to have the pack cut and the adversa- 
ries call attention to tlie fact prior to the conclusion 
of the deal and before looking at their cards. 

g If the last card do not come in its regular order to the 
dealer. 

39. There may be a new deal — 

a If the dealer or his partner expose a card. The eldest 
hand may claim a new deal. 

h If either adversary expose a card. The dealer or his 
partner may claim a new deal. 

c If, before fifty-one cards are dealt, the dealer should look 
at any card. His adversaries have the right to see it, 
and the eldest hand may exact a new deal. 

d If, in dealing, one of the last cards be exposed by the 
dealer or his partner, and the deal is completed before 
there is reasonable time for the eldest hand to decide 
as to a new deal. But in all other cases such penalties 
must be claimed prior to the completion of the deal. 



8 



THE LAWS OF BEIDGE 



40. The claim for a new deal by r^a-jii of a ':a:vl 
exposed during the deal may not be made by a plaver 
who has looked at any of his cards. If a new deal 
does not take place, the card exy-j-e-i dv.iino: the deal 
cannot be called. 

41. Should three players have thrir ri^ht nurn'oer 
of cards^ and should the fourth, u : -iu^ dummv. 
have less than thirteen and uo: d:-: vi - ;d d-z- 
ciency nntil he has played c:- ' :z - : : : It leal 
stands good : should he have played, he is ar_-v-r: :-.'jle 
for any revoke he may have made as :i ":dr :ug 
card or cards had been in h:^ hand, T: r -t::-! pack 
may be searched for the m:--:u^ ::.:d :::d-. 

4z2. If dE^-ing the play of a deal a pack be pre^ven 
incorrect or imperfect, such proof renders only the 
current deal void, and does not affect any prior score. 
The dealer must deal again ( Law PS '->) . 

4zo. Any one dealing with the advt-r-arie-' c^ards 
must be corrected before the Elav of the d:-: ::.rd. 
otherwise the deal stands -OOLd If any .;e- ir:.;.- 
when it is the turn of an adversary, snch error mtist 
be corrected before the cards are dealt for the fol- 
lowing deal. 

4-1. A player can neither shuffle, cut nor deal for 
his partner without the permission of his adversaries. 

DECLARING TRUMPS 

45. The trump is declared. Xo card is turned. 

a The dealer may either make the trump or pass the dec- 
laration to his partner. 

b If the declaration be passed to partner, he must make 
the trump. 



THE LAWS OF BRIDGE 



9 



4:6. Should the dealers partner niake the trump 
vdthoiit receiving permission from the dealer^ the 
eldest hand may demand^ 

1st. That the trump shall stand, or 
2d. That there shall be a new deal. 

But if any declaration as to doubling, or not doub- 
ling, shall have been made, or if a neir deal be not 
claimed, the declaration wrongly made shall stand. 
The eldest hand is the player on the left of the dealer. 

4:7. Should the dealers partner pass the declara- 
tion to the dealer it shall be the right of the eld- 
est hand to claim a new deal or to compel the offend- 
ing player to declare the trump; provided^ that no 
declaration as to doubling has been made. 

48. If either of the dealers adversaries make or 
pass the declaration, the dealer may, after looking at 
his hand, either claim a new deal or proceed as if no 
declaration had been made. 

4:9. A declaration once made cannot be altered. 

DOUBLING, RE-DOUBLING, ETC. 

50. The effect of doubling, re-doubling, and so on. 
is that the value of each trick above six is doubled, 
quadrupled, and so on. 

51. After the trump declaration has been made 
by the dealer or his partner, their adversaries have 
the right to double. The eldest hand has the first 
right. If he does not wish to double, he may ask his 
partner^ ^''May I lead?" His partner shall answer, 
*'Yes'' or ''T double." 



10 



THE LAWS OF BRIDGE 



52. If either of their adversaries elect to double, 
the dealer and his partner have the right to re- 
double. The player who has declared the trump 
shall have the first right. He may say^ '^I re-double'^ 
or ^^Satisfied.*^ Should he say the latter^ his partner- 
may re-double. 

53. If the dealer or his partner elect to re-double, 
their adversaries shall have the right to again double. 
The original doubler has the first right. 

54. If the right-hand adversary of the dealer- 
double before his partner has asked ^'May I lead?^^ 
the declarer of the trump shall have the right to say 
Tvhether or not the double shall stand. If he decide 
that the double shall stand, the process of re-doub^ 
ling may continue as described in paragraphs 52, 
53, 55. 

55. The process of re-doubling may be continued 
indefinitely.* The first right to continue the re-doub- 
ling on behalf of a partnership belongs to that 
player who has last re-doubled. Should he, however, 
express himself satisfied, the right to continue the 
re-doubling passes to his partner. Should any player 
re-double out of turn, the adversary who last doubled 
shall decide whether or not such double shall stand. 
If it is decided that the re-double shall stand, the 
process of re-doubling may continue as described in 
this and foregoing laws (52 and 53). If any double 

*In some clul)s, doubling ceases whenever the value of the odd 
trick exceeds one hundred points; in other clubs the limit is placed at 
two hundred points. 



THE LAWS OF BRIDGE 



11 



or re-double out of turn be not accepted there shall 
be no further doubling in that hand. Any consulta- 
tion between partners as to doubling or re-doubling 
will entitle the maker of the trump or the eldest 
hand, without consultation, to a new deal. 

56. If the eldest hand lead before the doubling be 
completed, his partner may re-double only with the 
'Consent of the adversary who last doubled; but such 
lead shall not affect the right of either adversary to 
•double. 

57. When the question, ^'May I lead?" has been 
answered in the affirmative or when the player who 
has the last right to continue the doubling, ex- 
presses himself satisfied, the play shall begin. 

58. Should the eldest hand lead without asking 
permission, his partner may double, but only if the 
maker of the trump consent. 

59. Should the right-hand adversary of the dealer 
;ask permission to lead, the eldest hand does not 
ihereby lose his right to double. Should the right- 
land adversary of the dealer double before his part- 
ner has asked *^May I lead ?' ' the maker of the trump 
:shall have the right to say whether or not the double 
shall stand. If he decide that the double shall stand, 
the process of re-doubling may continue as described 
in Laws 52, 53, 55. 

60. If the right-hand adversary of the dealer lead 
out of turn, the maker of the trump may call a suit 
from the eldest hand, who may only double if the 
maker of the trump consent. 



12 



THE LAWS OF BRIDGE 



A declaration as to doubling or re-donbling once 
made cannot be altered. 

DUMMY 

61. As soon as the eldest hand has led. the deal- 
er's partner shall place his cards face upward on the 
table, and the duty of playing the cards from that 
hand shall devolve upon the dealer^ unassisted by his 
partner. 

62. Before exposing his cards, the dealer's partner 
has all the rights of a player, but after his cards have 
been shown the dealers partner takes no part what- 
ever in the play, except that he has the right — 

a To ask the dealer ^vhether he has none of the suit in. 
which he may liave renounced. 

h To ask the dealer when called upon to plav his highest 
or lowest card whether he has conformed to the pen- 
alty . 

c To call the dealer's attention to the fact that a trick has 
not been completed. 

cl To correct the claim of either adversarv to a penalty to 
which the latter is not entitled. 

e To call attention to the fact that a trick has been erro- 
neously taken by either side. 

/To participate in the discussion of any disputed question 
of fact wliich may arise between tlie dealer and either 
adversary. 

g To correct an erroneous score. 

63. Should the dealer's partner call attention to 
any other incident of the play^ in consequence of 
which any penalty might be exacted, the fact of his 
so doing precludes the dealer exacting such penalty. 



THE LAWS OF BRIDGE 



13 



64:. If the dealers partner, by touching a card or 
otherwise^ suggest the play of a card from dummy^ 
either of the adversaries may^ but without consulta- 
tion^ call upon the dealer to play or not to play the 
card suggested. 

65. Dummy is not liable to the penalty for a re- 
voke; and if he should revoke and the error be not 
discovered until the trick is turned and quitted^ the 
trick stands good. 

66. A card from the dealer's hand is not played 
until actuall}^ quitted ; but should the dealer name or 
touch a card from the dummy hand, such card is con- 
sidered as played, unless the dealer in touching the 
card or cards says, ^^I arrange/*' or words to that 
effect. 

CARDS EXPOSED BEFORE PLAY 

67. If^ after the deal has been completed and be- 
fore the trump declaration has been made, either the 
dealer or his partner expose a card from his hand, 
the eldest hand may, without consulting with his 
partner, claim a new deal. 

68. If^ after the deal has been completed and be- 
fore a card is led, any player shall expose a card, his 
partner shall forfeit any right to double or re- 
double which he otherwise would have been entitled 
to exercise; and in case of a card being so exposed 
by the leader^ s partner, the dealer may either call the 
card or require the leader not to lead the suit of the 
exposed card. 



14 



THE LAWS OF BRIDGE 



CARDSEXPOSED DURING PLAY 

69. All cards exposed hj the dealer^s adversaries 
are liable to be called^, and such cards must be left 
face upward on the table. 

70. The following are exposed cards : 

Ist. Two or more cards played at once. 

2d. Any card dropped with its face upward, or in any 
way exposed on or above the table, even though 
snatched up so quickly that no one can name it. 

3d. Every card so held by a player that his partner can 
see any portion of its face. 

71. A card dropped on the floor or elsewhere be- 
low the table is not an exposed card. 

72. If two or more cards be played at once^ by 
either of the dealer^s adversaries^ the dealer shall 
have the right to call which one he pleases to the 
current tricky and the other card or cards shall re- 
main face upward on the table and may be called at 
any time. 

73. If^ without waiting for his partner to play, 
either of the dealer^s adversaries should play on the 
table the best card or lead one which is a winning 
card, as against the dealer and dummy, or should 
continue (without waiting for his partner to play) to 
lead several such cards, the dealer may demand that 
the partner of the player in fault, win, if he can, 
the first, or any other of these tricks, and the other 
cards thus improperly played are exposed cards. 

74. If either or both of the dealer's adversaries 
throw his or their cards on the table face upward, 



15 



such cards are exposed and are liable to be called; 
but if either adversary retain his hand he cannot be 
forced to abandon it. If, however, the dealer should 
say, ''I have the rest,'' or any other words indicating 
that the remaining tricks are his, the adversaries of 
the dealer are not liable to have any of their cards 
called should they expose them, believing the deal- 
er's claim to be true, should it subsequently prove 
false. 

To. If a player who has rendered himself liable to 
have the highest or lowest of a suit called (Laws 82, 
91. 92 and 100), fail to play as directed, or if, when 
called on to lead one suit, lead another, having in 
his hand one or more cards of the suit demanded 
(Law T6), or if called upon to win or lose a trick, 
fail to do so when he can (Laws T3, 82 and 100), he 
is liable to the penalty for revoke, unless such play 
be corrected before the trick is turned and quitted. 

LEADS OUT OF TURN 

T6. If either of the dealer's adversaries lead out 
of turn, the dealer may call the card erroneously led, 
or may call a suit when it is the turn of either adver- 
sary to lead. 

TT. If the dealer lead out of turn, either from his 
own hand or dummy, he incurs no penalty; but he 
may not rectify the error after the second hand has 
played. 

78. If any player lead out of turn and the other 



16 



THE LAWS OF BEIDGE 



three foUoTr him. the trick is complete and the error 
cannot be rectified : but if only the second, or second 
and third play to the false lead, their cards may be 
taken back ; there is no penalty against anyone hx- 
cept the original offender, who. if he be one <:tf the 
dealer^s adversaries, may be penalised as providL^d in 
Laws 60 and T6. 

79. In no case can a player be compelled to play a 
card which would oblige him to revoke. 

80. The call of an exposed card may be repeated - 
at every trick nntil snch card has been plaved. 

81. If a player called on to lead a snit have none 
of it, the penalty is paid. 

CARDS PLAYED IN ERROR 

82. Shonld the third hand not have played and the 
fourth play before his partner, the latter (not being 
dummy or dealer) may be called upon to plav his 
highest or lowest card of the suit played, or xo wni or 
lose the trick. 

83. If anyone, not being dummy, omit plaving to 
a former trick and such error be not corrected until 
he has played to the next, the adversaries mav claim 
a new deal ; should they decide that the deal stands 
good, the surplus card at the end of the hand is con- 
sidered to have been played to the imperfect trick, 
but does not constitute a revoke therein. 

84. If anyone (except dummv) play two cards to 
the same trick, or mix a card with a trick to which 



THE LAWS OF BRIDGE 17 

it does not belongs and the mistake be not discovered 
until the hand is played ont^ he is answerable for any- 
consequent revokes he may have made. If during 
the play of the hand the error be detected^ the tricks 
may be counted face downward^ in order to ascertain 
whether there be among them a card too many; 
should this be the case^ the trick which contains a 
surplus card may be examined and the card restored 
to its original holder, who (not being dummy) shall be 
liable for any revoke he may meanwhile have made. 

THE REVOKE 

85. A revoke occurs when a player (other than 
dummy) ^ holding one or more cards of the suit led^ 
plays a card of a different suit. The penaltj^ for a 
revoke takes precedence of all other counts. 

86. A revoke is established if the trick in which it 
occurs be turned and quitted, i.e., the hand removed 
from the trick after it has been gathered and placed 
face downward on the table ; or if either the revoking 
player or his partner, whether in his right turn or 
otherwise, have led or played to the following trick. 

87. The penalty for a revoke is three tricks taken 
from the revoking player and added to those of the 
adversaries. 

88. The penalty is applicable only to the score of 
the game in which it occurs. 

89. Under no circumstances can the revoking side 
score game, in that hand. Whatever their previous 



18 



THE LAWS OF BKIDGE 



score may have been^ the side revoking cannot attain 
a higher score toward game than twenty-eight. 

90. A player may ask his partner whether he has 
not a card of the snit which he has renounced ; should 
the question be asked before the trick is turned and 
quitted^ subsequent turning and quitting does not 
establish a revoke^ and the error may be corrected 
unless the question be answered in the negative or 
unless the revoking player or his partner has led or 
played to the following trick. 

91. If a player correct his mistake in time to save 
a revoke^ any player or players who have followed 
him may withdraw their cards and substitute others^ 
and the cards so withdrawn are not exposed cards. 
If the player in fault be one of the dealer's adver- 
saries^ the card played in error is an exposed card, 
and the dealer can call it whenever he pleases ; or he 
may require the offender to plaj^ his highest or low- 
est card of the suit to the trick in which he has 
renounced. 

92. If the player in fault be the dealer, the eldest 
hand may require him to play the highest or lowest 
card of the suit in which he has renounced, provided 
both adversaries of the dealer have played to the cur- 
rent trick ; but this penalty cannot be exacted against 
the dealer when he is fourth in hand, nor can it be 
enforced at all from dummy. 

93. At the end of a hand the claimants of a re- 
voke may search all the tricks. If the cards have 
been mixed the claim may be urged and proved if 



THE LAWS OF BRIDGE 



19 



possible ; but no proof is necessary^ and the revoke is 
established if^, after it has been claimed^ the accused 
player or his partner mix the cards before they have 
been sufficiently examined by the adversaries. 

94. A revoke must be claimed before the cards 
have been cut for the following deal. 

95. Should the players on both sides subject them- 
selves to the revoke penalty neither can win the game 
by that hand. 

96. The revoke penalty may be claimed for as 
many revokes as occur during a hand; but the accu- 
mulated penalty shall in no event exceed thirteen 
tricks. (See Law T.) 

GENERAL RULES 

97. There should not be any consultation between 
partners as to the enforcement of penalties. If they 
do so consult^ the penalty is paid. 

98. Once a trick is complete^ turned and quitted 
it must not be looked at (except under Law 84)^ 
until the end of the hand. 

99. Any player during the play of a trick or after 
the four cards are played and before they are touched 
for the purpose of gathering them together^ may de- 
mand that the cards be placed before their respective 
players. 

100. If either of the dealer^s adversaries^ prior to 
his partner's playing, should call attention to the 
trick, either by saying it is his, or, without being re- 



20 



THE LAWS OF BRIDGE 



quested so to do^ by naming his card or drawing it 
toward him^ the dealer may require that opponent's 
partner to play his highest or lowest card of the suit 
led^ or to win or lose the trick. 

101. Either of the dealer's adversaries may call 
his partner's attention to the fact that he is about to 
lead out of turn^ but if he make any unauthorised 
reference to any incident of the play the dealer may 
call a suit from the adversary whose turn it is next 
to lead. 

102. In all cases where a penalty has been in- 
curred, the offender is bound to give reasonable time 
for the decision of his adversaries; but if a wrong 
penalty be demanded none can be enforced. 

103. The partner of the eldest hand may inform 
him that their adversaries have incurred a penalty, 
but may not give any further information. Should 
he suggest the penalty, or demand the enforcement 
of it, such action shall be deemed a consultation, and 
no penalty can be enforced. 

NEW CARDS 

104. Unless a pack be imperfect, no player shall 
have the right to call for one new pack. If fresh 
cards are demanded, two packs must be furnished 
and paid for by the player who has demanded them. 
If they are furnished during a rubber, the adversa- 
ries shall have their choice of new cards. If it is the 
beginning of a new rubber, the dealer, whether he 



THE LAWS OF BRIDGE 



21 



or one of his adversaries be the party calling for the 
new cards, shall have the choice. ISew cards must be 
called for before the pack is cut for a new deal. 

105. A card or cards torn or marked must be re- 
placed by agreement or new cards furnished. 

BYSTANDERS 

106. While a bystander, by agreement among the 
players, may decide any question, yet he must on no 
account say anything unless appealed to; and if he 
make any remark which calls attention to an over- 
sight affecting the score, or to the exaction of a pen- 
alty, he is liable to be called on by the players to pay 
the stakes on that rubber. 

SPADE CONVENTION 

I. — Where players agree ^'^not to play spades^^ the 
rule is, that if the spade make is not doubled, the 
hand shall be played where either side is 20 or over. 

II. _If the third hand player ask, '^Shall I play?^' 
or should he lead out of turn, or should the eldest 
hand lead without asking permission to play, the 
spade maker may take two on the score or may call a 
lead and require the hand to be played out. 

III. — Should the third hand player double before 
his partner asks permission to play, the spade maker 
may decide whether the double shall stand or not ; 
but the hand must be played out. 



ETIQUETTE 



It has been truthfully said that there is no game 
in which slight intimations can convey so much in- 
formation as that of Bridge. In justice to those 
who, by their manner, give information, it may be 
stated that most of the apparent unfairness at the 
Bridge table is unintentional. Hesitation and man- 
nerisms, however, cannot be too carefully avoided; 
such a breach of etiquette is an offence for which the 
adversaries have no redress except perhaps a refusal 
to continue the play. 

It is obviously a greater fault to take advantage 
of information thus given. A play in your judgment 
may be perfectly sound, but you leave yourself open 
to criticism if it is in any way contingent on infor- 
mation obtained from your partner's manner. 

Cultivate uniformity in your style of play; let 
there be no remarkable haste or hesitation in mak- 
ing or passing; try always to use the same formula 
of words, and do not call attention to the score after 
the cards have been dealt. 

Eemember that any undue hesitancy in regard to 
doubling will deprive a fair-minded partner of the 
privilege of so doing. Such delays are too frequent 
at spade declarations. 

22 



ETIQUETTE 



23 



Emphasise no play of your own and show no pleas- 
ure or displeasure at any other play. 

Do not ask to have the cards placed unless it is 
solely for your own information. 

It is an offence either to revoke purposely or to 
make a second revoke in order to conceal the first. 

The dealer^s partner should not call attention to 
the score nor to any card or cards that he or the 
other players hold^ and neither should he leave his 
seat for the purpose of watching his partner^s play. 

When there is an unusual distribution of the cards, 
no remarks of any kind should be allowed. 

After a hand has been played, it may be discussed 
to the common benefit; but the bore who is contin- 
ually blowing up his partner to show his superior 
knowledge, together with the player who interrupts 
the game to discuss the play, should be ostracised 
from the card-room. Superiority of skill is shown 
by the play of the cards, not by mannerisms. 

It is often difficult to refrain from showing pleas- 
ure at the accomplishment of a desired purpose, but 
undue elation is most aggravating to the adversaries. 

Do not make a dig at the adversaries by confiding 
to your partner that your success was due to an ill- 
judged play of the opponent. 

It is not good form to complain of poor cards, as 
you imply that the adversaries profit by your weak 
hands and not by their skill. 

The better players rarely criticise unless asked to 
do so; it is usually the inexperienced player who 



24 



THE LA^S OP BRIDGE 



of¥ers an astonishing amount of gratuitous and un- 

sougiit-for advice. 

Do not tell voiir partner, after seeing all the cards^ 
what he should have done^ lout think what you would 
have done in your partner's place. Do not criticise 
at alh but if you must^ criticise fairly. 



^ 



BRIDGE FOR THREE PLAYERS 



When the game is played by three persons^ the 
<cards are cut to decide which shall have the dummy ; 
the one cutting the lowest card has the deal and a 
permanent dummy during the game or the rubber, 
as the case may be. It is then customary for each 
player to have dummy in turn, during one game or 
Tubber. 

In playing rubbers, 100 points are added to the 
score of the winning side. 

In playing games, 50 points are added to the score 
of the winning side. 

If the make is passed to dummy, four aces or three 
;aces constitute a compulsory "no-trump^^ declara- 
tion; otherwise, dummy must declare the longest 
suit. 

When there are two suits of equal length, dummy 
must select the suit, which counts most by spots, the 
ace counting eleven and the other honours ten each. 
If the suits are still equal, dummy declares the one 
liaving the higher trick valuation. 

Only one adversary, the leader, can double. 

If the dealer has seen the two hands, he is not al- 
lowed to re-double. 

25 



26 



THE LAWS OF BRIDGE 



The dimimy hand is not exposed until the doub- 
ling has been settled and a card led. 

When the dummy is the leader, his partner must 
look at the dummy hand and lead from it before see- 
ing his ovrn cards ; and dummy alone has the right to 
double. 

There are various methods of playing Dumm}' 
Bridge. An approved feature is to allow either ad- 
versary to double the dealer's make and to eliminate 
doubling on a forced make. 



THE SCORE 



Practise soon shows a player the relative impor- 
tance of playing for the greatest possible number of 
points and tricks^ and of playing to win or to save 
the game. Xo matter how cleverly the cards are 
managed^ the player who underestimates the atten- 
tion the state of the score demands, will unnecessa- 
rily lose many a rubber. The declaration largely de- 
pends upon the score, and much of the play is in- 
fluenced by the number of tricks required to win or 
to save the game. 

Most Bridge players take means to ascertain the 
score before announcing a declaration; it is only an 
occasional game that is lost by a hasty declaration 
regardless of the state of the score ; but in the play 
of the hand, the score is frequently entirely over- 
looked. Interested in his scheme of play, the dealer 
will try for too much or too little, and quite Jose 
sight of what should be his first goal — to win or to 
save the game. 

DECLARINIB TO THE SCORE 

With a game to the good, the advantage conferred 
by the position is too great to risk by a rash make. 
When you are a game ahead, make none but a con- 
servative and sound declaration. When you are a 
game behind, the score justifies a bold make. 

27 



38 



ADYAKCED BRIDGE 



On the rubber game, particularly if the adversa- 
ries are over twenty, the dealer may attempt a for- 
ward declaration, but his partner should not be too 
reckless, realising that the dealer knew the situation 
and did not consider his hand worth a venture. 

At twenty-four or more on the score, with a strong 
black suit the make should not be passed; average 
assistance in your partner^s hand will probably ena- 
ble you to win the game ; and with weak red suits, a 
passed red declaration may be doubled and the game 
won by the adversaries. 

When the score is twenty-four to nothing against 
you either on the first game or when you are a game 
to the good, avoid a doubtful declaration which may 
enable the adversaries to win the game on your deaL 
There is a vast difference whether the adversaries 
start their deal wanting a few points or whether 
they have the first deal on a new game. 

When the score is twenty-four all on the rubber 
game, the dealer may pass a fairly strong hand trust- 
ing he can win the game with any declaration; and 
at this score dummy should not hesitate to declare 
his best suit. It is highly probable that the adver- 
saries would win out on the next deal. 

PLAY ING TO THE SCORE 

Correct dealer^s play is closely influenced by the 
state of the score. The game is an important goal 
which should never be hazarded for the sake of an 



THE SCORE 



29 



extra trick ; biit^, if this goal is not assured^ the loss 
of a few extra points in -an effort to reach it^ demands 
but small consideration. 

TThen there is the slightest chance that the ad- 
versaries may win the game on yonr deal, hasten to 
secure the tricks needful to insure its safety. Many 
times the game can only be won or saved in case the 
cards lie in a certain position, and the dealer must 
assume that the cards are favourably placed and play 
the hand accordingly. 

When the game is saved, but with no possibility of 
winning it, the seventh trick should be the objective 
point in the dealer's play. When you cannot reach 
game, never hazard the odd trick in an attempt to 
win two tricks. In a no-trump declaration, the risk 
would be twenty-four points for a possible gain of 
twelve points; and if you lose the odd trick, it may 
enable the adversaries to win the game on their deal. 

THE NON-DEALER'S PLAY TO THE 
SCORE 

The probabilities are not in favour of winning 
against declared strength. The score will indicate 
the number of tricks needful to save the game, and 
the adversaries should take no chances until this im- 
portant object is attained. Until the game is saved, 
make no effort to gain extra tricks. Many a rubber 
which the prompt lead of a high card might have 
saved is lost by trying for too much. 



30 ADVAXCZD BRIDGE 



If Tou find that the continnation of a certain line 
of play will lose the rubber, abandon your scheme 
and take the one chance of finding in your partner's 
hand the cards that will save the game. The loss of 
an extra trick is of slight importance compared with 
the loss of the game. 



THE DECLARATION 

The advantage of the deal is enormous, and it is 
important to utilise it properly to make the largest 
possible score with the least possible risk. The 
make shows the great increase in percentage of the 
good player over the poor one. More rubbers are lost 
by bad makes than by bad play. The cautious man 
who passes ^^no-trumpers^^ will lose many games by 
his extreme carefulness. The reckless man loses 
even more by declaring "no-trump^^ when his partner 
must have a "no-trumper^^ to pull him through. As 
the element of luck has a potent influence on the re- 
sult of a make, a sound declaration based on the mer- 
its of the hand may be unsuccessful. No one can se- 
lect the winning trump every time, and an occasional 
loss must be borne with equanimity for the sake of 
the many successes; the make that will win with av- 
erage strength in the dummy hand will pay in the 
long run. Do not hope for too much, or expect too 
little assistance from your partner; give him credit 
for no more and no less than the average hand. If 
you question yourself — what will my partner proba- 
bly make it if I pass ? — you will find it a great help 
in determining the declaration. He will usually 
make it your weak suit, and it follows that you may 
depend on him for protection in that suit. 

31 



32 



ADYAKCED BRIDGE 



A sound make may necessitate the sacrifice of the 
possibility of a large score for the sake of positively 
winning the game. The chance for the game takes 
precedence of all other considerations. 

As Bridge is played for points^ a fair amount of re- 
gard is also due the honour score. A declaration that 
is apt to give honours to the adversaries is a costly 
method of winning the game. 

It is diflBcult for the beginner to understand the 
reason for certain formulated rules for the makes, 
but it will pay the average novice to accept the judg- 
ment of those who have learned by, often bitter, ex- 
perience. Sound makes will win in the long run, and 
the rules should not be scorned merely because in a 
few hands the cards were badly placed. 

•'NO-TRUMP'' DECLARATION BY 
THE DEALER 

While a good red declaration is always prefera- 
ble to a doubtful "no-trumper,^^ yet when a bold 
dash for the game must be made, a forward ^^no- 
trump^^ declaration is the safest risk; and experience 
certainly shows that what is called a doubtful ^^no- 
trumper^^ will succeed more often than it fails. Such 
a declaration has a great advantage over a light red 
make. There is a wider range for assistance in the 
dummy hand. The make does not disclose the deal- 
er's principal strength. It offers the adversaries a 
larger scope for errors, and an error is more costly in 
a "no-trump'^ hand. The opponents have no means 



THE DECLARATIOiq" 



33 



of knowing their combined strength^ and for this 
reason their best suit may never be made; while the 
dealer knows the suit to establish and can arrange 
the lead to bring it in. In short, the dealer can util- 
ise his strength and the adversaries^ drawbacks to 
the best advantage in a ^^no-trump^^ hand. As a 
logical consequence, a strong player may take more 
chances in the make. 

Your goal is the game, and at a love score, this 
can be reached with fewest tricks at a ^^no-trump^^ 
declaration. Therefore, lacking a good red hand, a 
^^no-trump^^ declaration that with average strength 
in your partner^s hand will secure the odd trick, will 
more often win than lose. 

What constitutes an average hand, and how much 
help should you expect from your partner, are fre- 
quent inquiries. As the trick-taking value of a hand 
may depend entirely on the distribution of the re- 
maining cards, these questions are difficult to answer. 
An average hand, however, contains the equivalent 
of one ace, one king, one queen, etc. 

An established suit that can be made before the 
adversaries obtain the lead the second time is always 
a great advantage. 

A ^^no-trump^^ make that is not protected in three 
suits is dangerous, but, even if you are entirely void 
of a suit with real strength in the other three, you 
can reasonably expect your partner to supply protec- 
tion in the missing suit. Aces are an important help 
in establishing your suits, and are much greater 



34 



ADYAi5"CED BRIDGE 



strength than kings or queens^ which may be led 
through and captured. A no-trnmp make without 
an ace is liable to score honours for the adversaries 
— in rare cases 100 points — and is almost never 
sound. 



RULES FOR N - T R U M P " DECLARA- 
TION BY THE DEALER 



trump^^ make^ but at times it is difficult to draw the 
line that divides the hands that should be passed 
from those that warrant a ^^no-trump^^ declaration. 
It is obvious that a good player will make more with 
a hand than a poor one; consequently a greater risk 
may be taken by players who thoroughly understand 
the finesse and strategy of the game. The make 
which would prove successful if played correctly, if 
badly played might be disastrous. Then again your 
adversaries must be regarded; if pitted against weak 
players, you are more apt to pull a '^'^no-trumper^^ 
through than when matched against opponents who 
will take advantage of any failing in your hand or 
play. 

'4 Aces. 

, 3 Aces. 

Declfl-re 

No-trum s ^ ^^^^ other guarded suit. 

, ' , j 1 Ace and three other guarded suits. 

1 long established black suit (A K Q 
X X x) and one other Ace. 



THE declaratio:n' 



35 



N - T R U M P WITH THREE ACES 

Unless YOU hold a strong heart hand, or, unless the 
game can be won with a trump declaration, three 
aces should usually be considered an obligatory ^^no- 
trumper/^ Xo doubt a three-ace hand containing 
no other honour, is a weak one with which to make 
the strongest declaration; but experience demon- 
strates that if your partner holds an average hand or 
any one long suit, loss seldom occurs. When the 
make does lose, the points secured above the line usu- 
ally compensate for the loss sustained in trick points, 
and if the rule is consistently followed, the total gain 
will be many times greater than the aggregate loss. 

N - T R U M P WITH TWO ACES AND 
ONE OTHER GUARDED SUIT 

At a love score, if the ace suits contain additional 
honours, '^^no-trumps^^ should always be declared 
with two aces and a guarded honour in another suit. 
This is particularly true if the aces are red; if you 
hold the two red aces, it is doubtful if your partner 
could declare any other than a black make. A long 
suit, particularly one that can be easily established, 
is additional strength; and jacks, tens and nines are 
an important assistance to a two-ace ^^no-trump^' 
declaration. >* 

If all the remaining cards in the ace suits are 
small, and if the protection in the third suit is doubt- 



36 ADVANCED BEIDGE 

ful, ^^no-trumps'^ can scarcely be considered a safe 
declaration. A guarded honour or a protected suit 
is supposed to imply a certain trick; but a king once 
guarded or a queen twice guarded may be led through 
and captured. 

Guarded suits are : 

KQJ KIOx QJIO Qxx 

KQx Kxx QJx JlOxx 

KJx Kx QIOx Jxxx 

The value of these suits is greater or less accord- 
ing to the size of the top honour, the number of 
cards in sequence, and the length of the suit. 

An ace suit may contain: 

AKx AQx AJx AIOx Axx A 

But the value of the ace suit diminishes according 
to the decreased value of the next card. A single ace 
is of little use in blocking the adversaries^ suit, and 
it may often block the long suit in dummy. 

N . T R U IVI P " WITH TWO ACES 

A ^^no-trump^^ declaration that is unguarded in 
two suits, is always dangerous ; while you can rely on 
your partner to protect one suit, it is a bit sanguine 
to expect him to hold guards in two. However, a 
hand containing a long established suit, headed by 
ace, king, queen, and another ace, wins at ^^no- 
trump^^ many more times than it loses, and the make 
must, therefore, be classed as sound. If you hold 



THE DECLARATION 



37 



two suits headed by ace king, and particularly if 
these suits are red, a "no-trump^^ declaration is pref- 
erable to passing; but with less strength, the make 
should not be attempted except at an adverse score. 

'*NO-TRUIVIP" WITH ONE ACE 

With one ace and general protection in all the 
suits, "no-trump^^ should be declared. Of course, the 
adversaries may secure the honour score, and it is 
probable that such a hand will contain no long suit; 
but any good suit in your partner^s hand will ensure 
the safety of the make. 

With one ace and but two other protected suits, 
^^no-trumps'' should not be declared unless the 
guarded suits include at least two honours. ^^No- 
trump^^ declarations with one ace and a single hon- 
our in each of two other suits are often made to the 
score, but a venture of this kind is dangerous and is 
more apt to lose than to win. 

A six or seven card suit headed by ace, king, and 
queen, with a guarded king in another suit, will usu- 
ally succeed as a ^^no-trumper.^^ 

'^NO-TRUMP'' WITHOUT AN ACE 

A ^^no-trump'^ make without an ace is almost 
never sound. There are, no doubt, extreme cases 
where, with a king and queen in each suit, this 
make may be justifiable; but the honour score ob- 
tained by the adversaries will usually far exceed the 
trick points secured by the dealer. 



38 



ADVANCED BRIDGE 



EXAMPLES OF NO-TRUMP MAK E S 





# 






A 8 5 3 


A lO 6 4 


7 2 


A 8 3 


/\ V4 O 


7 3 


A J lO 8 4 


A 6 2 


A C 

A o 




A 1 in R 


lO T 4 


S 3 


A O T R 


A I lO T 




K J 4« 


O O 


A 1 T 4. 


A m A C5 


o O 


A o in T 


A T 




A lO 8 6 


Olio 


A I Q 


/ o 




fx ^ O 


O I ir» « 


w Q A 
rV O O 


J lO 7 4. 


A KQ 


Q 8 5 


K Q 6 


A 10 4 


AK3 


K Q J 9 4 


Q7 


A 


J 5 3 


9 3 2 


AKQ975 


K 


A J 7 4. 


A K Q 8 5 


6 3 2 


K7 


6 5 


7 2 


A K Q J 7 5 2 


K Q 6 


K J 7 


A K4 2 


6 3 2 


K J 9 7 


A Q 9 8 


KQ64 


lO 


KQ98 


K J 3 


A Q lO 4 


lO 6 



HEARTS 

The advisability of a heart make is contingent on 
the length and strength of the heart suit^ as well as 
on the probable trick-taking value of the hand. 
However, as the honour score must also be regarded, 
hearts should be declared with four honours irre- 
spective of the strength of the other suits ; the hon- 
our score will usually more than compensate for any 
possible loss in trick points. 



THE DECLAKATIOi^ 



39 



Declare hearts with but four cards, including 
three high honours, provided you hold another long 
suit or two outside tricks; results show conclusively 
that this make is sound. 

Hearts should be declared with five hearts, in- 
cluding two honours and at least one outside trick. 
Without this extra trick a five-heart declaration with 
two honours — unless they are ace and king — is 
unsafe. 

Hearts should be declared with six trumps, in- 
cluding one honour; but, with fewer than six trumps, 
a one honour make is doubtful. Occasionally it may 
not be advisable to pass five hearts with one honour 
— holding, say, five hearts and four diamonds; your 
partner^s make would probably be black. 

In considering such a declaration, the value of a 
long side suit that either is, or can be easily estab- 
lished, must not be overlooked. The strength of a 
five-card trump hand with a long suit and a re-entry 
card, is apparent to those who have had Whist expe- 
rience. It requires but one trump honour from your 
partner to make this a winning hand, and unless the 
remaining cards are very unfortunately placed, it is 
difficult to defeat the make. 

With a good side suit, do not hesitate to declare 
hearts with five, including an honour. Even a four- 
card side suit is usually a help. It is when the hand 
is divided 5, 3, 3, 2, that you are apt to lose by being 
forced to follow suit. Therefore a short suit is a help 
to a five-trump hand ; to be sure, it may at times ena- 



40 



ADYAXCED BRIDGE 



ble the adversaries to force you^ but as you can al- 
ways prevent the adversaries^ high cards in that suit 
from making, a short suit is a greater benefit than 
detriment. 

ES FOR THE HEART MAKE 

Generally declare a red make holding six cards 
with one honour, five cards with two honours, or four 
with three honours. Some makes may be attempted 
with or without outside strength, while others re- 
quire a certain amount of strength in side suits. The 
value of a long suit and the importance of inferring 
the probable passed make, has been mentioned. 

Below are given various combinations of honours 
showing the strength required for a red make. Only 
general rules are cited and the particular value of the 
hand must be left to the individual judgment. In 
these examples, the score has not been considered. 



FIVE HEARTS INCLUDING 
HONOURS 



THREE 



A 
A 
A 
A 
K 
A 
K 
K 
Q 



K Q\ 
K J 
K ID 
Q J 
Q J 
J ID 

Q lo; 

J ID) 
J ID) 



With or without other tricks. 



With one outside trick. 



THE DECLARATIOX 



41 



FIVE HEARTS INCLUDING TWO 
HONOURS 



A K With or without an outside trick. 
A Q ^ 

K Q 

A J V With one outside trick, 
K J 
A lO, 

Q lo I ^ ^^^^ ^^^^ plain suit, or two 

) outside tricks. 



FIVE HEARTS WITH ONE HONOUR 



With any good four or fire card plain suit, 
when partner will probably declare black, 
or with two or three outside tricks. 

With an established black suit, especially 
when Toid in one suit, or with two or three 
outside tricks. 



FOUR HEARTS WITH THREE 
HONOURS 

A KqI 

A K J I With any good suit, with an outside ace, 
A K lO j or with two or more outside tricks. 
KQJ J 



42 



ADTAXCED BRIDGE 



EXAMPLES OF HANDS THAT SHOULD 
NOTBEPASSED 

A number of hands are given below to illustrate 
the yalue of a long suit. If Tonr partner holds an 
average hand the long suit can nsnally be made. 





♦ 






J lO 8 6 4 


7 5 


A K 5 3 2 


8 


ID 9 8 7 5 


None 


K Q J 7 6 3 


K 7 


K J 8 6 4- 


6 


8 3 


K lO 8 7 4 


A 9 7 6 4 


K 8 6 5 3 


4 2 


6 


J 9 8 7 4 


6 


A 


K Q lO 8 7 6 


K 9 8 6 5 


4 


A Q J 6 3 


3 2 


Q 9 7 6 3 


None 


K J lO 7 5 


A lO 4 


A 9 8 5 3 


K 7 


6 


K Q J 9 6 


lO 9 8 6 5 


None 


Q J 9 


A K Q 7 5 



HEARTS IN PREFERENCE TO 
**N0. TRUMP' 

There are many players who delight in declaring 
^^no-trnmps/'^ overlooking the fact that they may 
hold a suit declaration that would be certain to 
win the game without the risk attending a ^'no- 
trump'^ make. 

Although one more trick is necessary at hearts, the 
chances are that if tlie game can be won at ^'no- 
trump/^ it will be won with equal facility at hearts. 
The adversaries may hold an established suit or may 



THE DECLARATIO^q" 43 



establish and make a suit at ^'^no-trump^^ which it 
would be impossible for them to bring in with a 
trump declaration. There is no rule so universally 
followed among the better players as that of declar- 
ing hearts in preference to "no-trump/^ 



HEARTS, NOT ''NO-TRUMPS'' 





♦ 






A Q J 9 5 


A 6 4 


A 7 5 


7 3 


K Q J 9 6 3 


A 7 5 3 


A 


8 4 


A K Q 9 8 


A Q 7 


A K Q J 


4 


A K Q 9 


A 8 4 


5 


J lO 8 6 3 


A K Q 9 


7 


Q ID 5 


K J 8 5 3 


K Q J 9 7 


A 


A 5 


K J 9 8 7 


A K Q 9 8 


K Q 7 


A Q 5 3 2 


None 



DIAMONDS 

As there are two declarations of greater value, it 
is often advisable to pass a fair diamond make to 
your partner in the hope that he may be able to make 
it a ^^no-trumps'^ or hearts. There is no declaration 
more universally disliked than diamonds. It is fre- 
quently spoken of as the '^^deadly^^ or ^^unluckj^^^ dia- 
mond make. Players seem to be continually making 
or not making it at the wrong time. Often an orig- 
inal diamond declaration will find your partner with 
a game hand at ^^no-trumps'^ or hearts ; again, when 



44 



ADVANCED BRIDGE 



the make is passed and your partner declares spades^ 
yon make eternal vows never to pass a diamond hand. 

The diamond is essentially a score make^ and 
should be attempted at a score which admits of a 
reasonable chance to win the game. With a love 
score it requires a very strong hand to win the game; 
eleven of the thirteen tricks must be won. When 
the adversaries are 24 to yonr nothing either on the 
first or on the rubber game^ it is most important that 
you win the game before it becomes the turn of the 
adversary to deal. Winning three or four odd tricks 
will be of little use^, as in all probability the adver- 
saries will make the number of points requisite to 
go out on their own deal. At this score^ it is usually 
better to pass a fair diamond hand in the hope that 
your partner can make a stronger declaration. 

If at least 24 points are necessary to win the game 
and there is a question between a diamond and a ^^no- 
trump^^ makC;, the preference should be given to the 
^^no-trump'^ declaration. Each trick at '^no-trump'^ 
is worth just twice as much as at diamonds^, and if it 
is possible to win four or five odd tricks with dia- 
monds^ you will have no difiiculty in making the 
fewer number required at "no-trump.^^ 

In considering the advisability of a diamond make^ 
infer from your hand your partner's probable dec- 
laration. If you hold no ace, there is a fair chance 
that he will declare ''no-trump.'' If you hold but 
one or two hearts, you are likely to get a heart dec- 
laration; an honour included in these hearts would 



THE DECLARATION^" 45 



support the supposed make. If you hold length in 
the heart suit^ say five diamonds and four hearts^ 
there is small hope for a red declaration by your 
partner : at this time, and when your hand contains 
cards that preclude the possibility of a ^^no-trumper/*^ 
the make should not be passed. 

Occasionally diamonds should be declared as a 
safety make, with a hand that affords little help to 
a "no-trump'^ or a heart declaration. Take the fol- 
lowing hand: 

♦ ^ + ♦ 

J 10 7532 8 J753 64 

Should the hand be passed, partner will either de- 
clare hearts or ^*no-trump."^ Unless he holds great 
strength or the cards are very fortunately placed^ 
you must lose, and not only that, your partner^s make 
is also very apt to be doubled. If your partner holds 
a strong hand the diamond declaration may win the 
game; at any rate it will sufficiently increase your 
score to facilitate winning on your next deal. As a 
matter of fact, this hand was held and the make was 
passed. The dummy held the following hand: 

K6 AKI0 62 K9 QJ95 

Hearts were declared, the adversary doubled, and 
the dealer lost three by cards. While in this hand 
the remaining cards were unfortunately placed for 



46 



ADYA^^-CED BRIDGE 



the dealer^ still it shows that a strong make may 
be defeated when you can lend it no support. 

The general rules given for the heart makes may 
be applied to the diamond declaration. 

CLUBS 

An original club should be made only when the 
score is 18 or more, and the hand strong enough, 
with slight assistance, to win the game. As there 
are three declarations of greater value than either 
clubs or spades, unless there is a reasonable chance 
to win the game, black makes should not be consid- 
ered. Your partner may be able to make a red or a 
^^no-trump^^ declaration, tod, failing these, his defen- 
sive black declaration may suit your hand. There 
are unpleasant occasions when you hold a strong 
club hand and your partner declares spades. When 
the make has been doubled and you have little 
strength to support it, you are very apt to regret 
that you did not make an original club. While this 
may be true of an occasional hand, don^t forget the 
many times your partner can give you a heart or a 
^^no-trump^^ make which will enable you to win the 
game. 

If, however, you hold a black hand when you are 
a game to the good, with 8 points or more on the sec- 
ond game, particularly if the hand contains four 
club honours, it may not be advisable to pass the dec- 
laration. The honour score together with the prob- 



THE DECLARATION^ 47 



able trick value of the hand will win more points 
than the average hand is worth, whereas you could 
not support your partner^s red declaration. 

SPADES 

Spades should never be declared offensively, unless 
to win the game at a score of 24 or more points. 
With a very weak hand some players advise a defen- 
sive spade make with the hope of preventing a dis- 
astrous passed make. Statistics, no doubt, prove 
the correctness of this theory, still but few of the 
better players attempt a defensive spade declaration 
unless the score justifies their so doing. If you are 
a game to the good and perhaps well along on the 
second game, with a hand too poor to support an av- 
erage '^'^no-trump'^ or red make, it might be wise not 
to risk the advantage already gained. Should the 
adversaries win the game on your deal, it would give 
them the first deal on the rubber game. 

At a love score, however, no player should deprive 
his partner of the privilege of declaring the trump 
to win. Many times a passed '^^no-trump^^ or red 
make is strong enough with slight assistance to win 
the game. 

PASSED MAKES 

The success of an original ^^no-trump^^ make is 
often due to the fact that the adversaries do not dis- 
cover the dealer^s weak suit; a passed ^^no-trumper,^^ 



48 



ADYAi^^CED BRIDGE 



however^ is exposed^ and has the additional disad- 
vantage of the dealer^s acknowledged weakness. The 
dealer shows by passing that he has not a strong 
hand; neither has he ninch strength in the red snits; 
while this latter inference may be donbtfnl^ for the 
dealer often passes with fair strength in diamonds 
and occasionally in both red snits^ still the fact re- 
mains that a passed ^^no-trnmp^^ make that is weak 
in the red snits^ is extremely risky. 

It is remarkable how many passed "^^no-trnmpers'^ 
go astray^ and the number proves the necessity for 
more cautions passed makes. The dnmmy hand^ in 
declaring the trnmp^ shonld keep in mind the gen- 
eral rules suggested for the dealer^ and be governed 
in his choice by the state of the score^ by the gen- 
eral strength of his hand^ and by the dealer^s ac- 
knowledged weakness 

A speculative spirit is so strong in some players 
that they find it difficult to resist announcing a make 
which they know to be unsound^, yet with which they 
hope^ by a fortuitous combination of circumstances^ 
to win. Often the result of one hand, which proves 
nothing, will encourage this tendency toward un- 
sound makes. 

Be very careful about declaring a red trump with 
but four cards. The beginner's distaste for spade 
makes, frequently leads to a light red make which is 
doubled, and the game thrown away. As a general 
rule, it is wrong to attempt a red trump unless the 
hand is worth at least four tricks. With fewer than 



THE DECLARATION 



49 



four tricks^ make the declaration that ^ill lose the 
least. The score will often warrant a risky make^ 
but consider that your partner knew the score and 
did not deem his hand worth a venture. Do not flat- 
ter your partner by a few kind remarks and then 
place a hand on the table that is a disgrace to your 
judgment. 

When you are ahead on the game^ avoid all weak 
heart and diamond makes. If you must gamble^ a 
^^no-trump^^ make is a safer speculation. 

With four or more clubs^ including two honours 
and one or two worthless spades^ clubs will usually 
prove the more profitable declaration. For defensive 
purposes a club is useful and is a safer defence than 
an extremely weak spade^ which the adversaries will 
probably double. 

Do not hesitate to make it spades when your hand 
is weak ; and be cautious at all times about making 
a declaration which will more easily win the game 
for your adversaries than for you. 

ABANDONING SPADE HANDS 

A custom that is rapidly growing in favour is that 
of not playing an undoubled spade make unless the 
dealer is 20 or more on the game. If the hand is not 
to be played, the dealer scores two points for the odd 
trick and the honours are credited to the side that 
holds them. 

All Bridge players have objected at times to the 



50 ADYAi^CED BRIDGE 



tediousness of spade hands^ and this may be the cause 
of the increasing popularity of this innovation in 
the more prominent clubs. When Bridge is played 
for a stake, the result is reached in a much shorter 
time by throwing spade hands, but there is no reason 
why other players should not find as much interest 
in a spade hand as in a stronger declaration. 

The rule of abandoning spade hands unless the 
dealer is 20 or more is unsound. If this custom is 
to stand the test of time, it must be equitable. It 
should read: ^^If either side is 20 or more the hand 
should be played.^^ It is an obvious injustice to the 
adversaries not to play a spade hand when the dealer 
is, say, 14 and the adversaries 28; for, if the oppo- 
nents do not double, they have no chance to win the 
game on that hand; while if they do double, a re- 
double might follow, which would give the dealer 
an excellent chance to win the game. 



DOUBLING 



With any kind of fair strength the novice at 
Bridge is invariably anxious to double; but a few 
experiences with an adversary glad to embrace the 
opportunity to redouble, will turn the course of his 
anxiety to a desire to conceal such strength as he 
may hold. 

Ordinarily be satisfied to win at all on the oppo- 
nent's make. By doubling you not only place the 
strength and thus enable the dealer to finesse suc- 
cessfully, but your double is a warning to the dealer 
to be cautious in leading trumps, and therefore, les- 
sens your chances of winning tricks. 

To increase safely the value of the tricks it is es- 
sential that you consider the state of the score, the 
possibility of a redouble, and your position in regard 
to the maker. 

The score is a most important factor, and even, at 
times, justifies a double with only a fair hand. For 
instance, suppose the odd trick wins the game for 
your adversaries, and does not win it for you; if 
you double and secure the odd trick, the additional 
count may enable you to win the game on that deal 
or the next. 

It is bad play to double when you need only an odd 
trick to win the game. If you double you lessen your 

51 



62 ADYAXCED BRIDGE 



chance of winning tlie trick, and by opening the Tvay 
to a redouble perhaps give the adversaries the game. 

Doubling on the rubber game is dangerous. The 
increased value of the tricks may enable your adver- 
saries to win the rubber on that hand, Trhen^ other- 
wise, you might go out on the next deal. 

Your position in regard to the maker claims equal 
consideration. If the trump has been made at your 
rights you play after the strong hand, and are. there- 
fore, in a good position to make your high trump 
cards ; but, if you double when this arrangement is 
reversed, and the maker is over you, the dealer has 
this advantage. 

As spades are made for safety, occasions for doub- 
ling the spade declaration obviously arise more fre- 
quently than any other; yet players are prone to go 
to extremes in doubling spade hands, for, while it 
does not require much strength to double a defensive 
spade declaration, there is always a possibility of 
great trump strength in the adversaries' hands. 

Do not double the make of hearts, diamonds, or 
clubs without some strength in the trump suit: as 
high cards, particularly if the suits are long, may be 
trumped^ strength in the side suits alone is unrelia- 
ble. Spades, however, may be doubled with but lit- 
tle strength in the trump suit. 

Be particularly conservative in doubling a ^'no- 
trump'* make; for but rarely does it pay to double 
with a hand containing general strength. Eemem- 
ber that while you are in the dark as to your partner's 



DOUBLIXG 53 



hand, the dealer has the enormous advantage of see- 
ing and combining his own hand and the dummy; 
that he knows what suit to avoids and what suit to 
establish; and that your doubling will place him in 
a still more advantageous position by enabling him 
to locate honours and make successful finesses. Be 
cautious, also, when you hold fair strength in three 
suits and are weak in the remaining one. The maker 
is apt to hold a very long suit and you will not find 
it easy to discard, and at the same time protect your 
hand. 

Usually it is not safe to double a ^^no-trump*^ make 
unless you hold a suit that you are reasonably sure 
is established. It is a gamble to double with a six- 
card suit headed by ace, king, and queen with no 
other trick in the hand. You depend on your part- 
ner to take one trick, which he may not be able to 
do ; and, should you find your long suit protected in 
the adversaries^ hands, you run the risk of being 
very badly beaten. If the odd trick wins the game 
for the adversaries and does not win it for you, such 
a double may be justifiable; still you cannot hope to 
win more than 2-i points by doubling, and you risk 
losing three or four odd tricks with a possibility of 
a redouble. While such a double will often succeed 
it can hardly be classed as sound. 

As the younger hand, it may be wise to double a 
"no-trump^^ make in order to prevent great loss or to 
save the game. In other words, it may pay to show 
your partner by a double that you have strength in 



54 



ADVANCED BRIDGE 



a particular suit. There are at present two methods 
used by Bridge players to indicate this strength^ one 
known as the Heart Convention and the other as the 
Weak Suit Convention. 

REDOUBLING 

Although the score may sometimes warrant a re- 
double without extraordinary strength^ a redouble 
practically avows the ability to take six^ and ptoba- 
bly^ seven tricks. In estimating your hand consider 
the possibility of finding all the remaining trumps 
in one hand^ and do not value honours in the side 
suits too highly^ for if he holds great trump strength 
the maker is probably short in the other suits. A 
redouble at ^"^no-trump^^ indicates protection in every 
suit. 

The dealer should often redouble, not so much 
on the strength of his hand, but to the score; know- 
ing that should the adversaries win the odd trick 
the game is lost, and that his redouble will equalise 
the situation and make it possible for the odd trick 
tp win the game for either side. 

ESTIMATING THE VALUE OF A HAND 

In considering your probable tricks those in the 
trump suit are of course most certain. 

On the right side of the maker three trumps with 
a single honour, ace, king, or queen, may be estimated 
as being worth but one trick. 



DOUBLI]S^G 



55 



Do not count on ruffing with a single trump. 

Should you hold three trumps with two honours, 
headed by the ace king, the king queen, or even the 
king jack, you are reasonably sure of two tricks in 
the trump suit — as can also be said of four trumps 
with two high honours. Indeed in the last combina- 
tion, with the third best card an eight or better, 
there are probably three trump tricks. 

With four trumps including three, or five trumps 
including two honours, provided the suit is headed 
by the ace or king, you can reasonably expect to 
secure three tricks in the trump suit. 

Aces and kings in the side suits are usually good 
for a trick each ; but allow for the length of the suit, 
the shorter it is the less probability that your hon- 
ours will be trumped. It is not safe to count on 
making your queens ; they may be classed as doubtful 
tricks. 

Spades may be doubled with four tricks. To 
double hearts, diamonds, or clubs you should be sure 
of five tricks. 

THE LEAD WHEN PARTNER HAS 
DOUBLED 

A double by your partner indicates some strength 
in trumps as well as in the side suits. It does not 
necessarily imply a desire to get the trumps out, nor 
should you invariably lead trumps when your part- 
ner has doubled; your play must be influenced by 
the general character of your own hand. 



56 



ADVAXCZD BRIDGE 



If Tou hold a short suit it is obyioiislT a better 
lead than trumps. You may be able to ruS with 
your small trumps. 

It is also bad play to lead trumps up to the maker. 
This would place your partner's high cards in a posi- 
tion to be easily captured by the dealer. 

When dummy is the maker, the trump lead from 
weakness through the strong hand gives your part- 
ner iuh advantage of position; but it is safer play 
to win the first trick, if possible, and decide on your 
subsequent play alter seeing the dummy hand. 

Avoid leading trumps to your partner if you hold 
the ac^. the kmg. or the queen of trumps guarded; 
your partner may have doubled on high suit cards 
with but little strength in trumps. 

In leading trumps from weakness always lead the 
highest card, so that your partner can discover the 
distribution of the suit, and place the dealer's 
trumps. 

As a doubled spade make does not of necessity 
shov- strength in trumps, it is not as a rule the cus- 
tom of good players to lead spades, except from 
strength, before seeing the dummy hand. If you 
hold trump strength your partner has probably 
doubled on his suit cards, and your trump lead will 
insure the safety of his high cards. Should you hold 
a strong suit hand, your partner's double is presuma- 
bly an indication of trump strength, and the trump 
opening would be advisable. 

With onlv fair stren^'th in the side suits and weak 



DOUBLI^^G 



57 



trumps^ especially where you hold a short suit, do 
not be tempted to lead the trump originally. Wait 
until you learn more of the position of the cards. 

THE HEART CONVENTION 

When you have the first lead and your partner has 
doubled a ^'no-trump'^ make, you are expected to lead 
your highest heart. 

Under this system the younger hand does not 
double '^no-trumps^^ unless he is willing that a heart 
should be led; and although the doubling power of 
the younger hand is reduced, it makes your lead, un- 
less you have the misfortune to hold no heart, a prac- 
tical certainty. 

Should you hold an established suit and the ace 
of hearts you must, of course, double to have the 
heart led. When you hold an established suit of 
hearts, or a long suit of hearts that can be established 
in one lead and a sure card of re-entry, a double 
may save the game. 

THE WEAK SUIT CONVENTION 

in England and in some parts of this country, if 
the younger hand doubles it is a signal for his part- 
ner to lead the highest card of his weakest suit; 
trusting that this weak suit and the doubler^s long 
one will prove identical. 

As this convention justifies a double with any 
established suit, it multiplies the opportunities to 



58 



ADVAXCZD BEIDGE 



double; but, on the other band, since the leader may 
have to choose between two weak snits. there is 
no certainty that he will make the desired lead; he 
may instead strike the dealer's long suit with a dis- 
astrous result. 



THE NON-DEALER'S PLAY 
AGAINST A DECLARED 
TRUMP 

Eemember that in playing against a trump dec- 
laration^ unless it be spades^ you are sure to find 
trump strength, probably five or more, with the 
maker. If you are weak in the trump suit, and your 
partner does not show strength by doubling, your 
best defence is an endeavour to save the game by 
making high cards early in the hand. 

In playing against a red declaration, be on the de- 
fensive from the start. The only time that you can 
afford to be aggressive is when it is evident that the 
dealer is trying to establish a *^^cross-ruff,^^ or a ^^ruff^^ 
in the weak trump hand. 

It is an advantage to win the first trick, as this 
enables you to see the thirteen cards in dummy. 
The scheme of play of a hand may be changed after 
the dummy is seen; therefore, it is not possible to 
state what should be done after the opening lead; 
but, as a general principle, it is safe either to con- 
tinue the suit led originally or to endeavour to help 
your partner^s hand by leading through strength. 
You should be careful at all times neither to estab- 

59 



ADVAXCZD BEIDGE 



lisli a suit for the aclversarv. nor to give the dealer 
an opportunity to discard his worthless cards. 

When there is an established suit against yon. un- 
less yon can stop the dealer's lead of trtinips, make 
all possible tricks before yon give np the lead. If 
the dealer once obtains the lead, he may exhanst the 
trnmps. and make the established snit. 

As the dealer sees the dummy hand and his own. 
and therefore knows the cards that are against 
him. give your partner correct information regard- 
ing the cards von hold. TThile this may l3e valuable 
to the dealer in placing the cards, the knowledge 
will be of greater benefit to vour partner and vour- 
self. 

THE OPENING LEAD 

When trumps are against you^ unless you lead your 
high cards early in the hand you may lose them. 
The dealer may be able to exhaust trumps, and make 
some one suit on which to discard his losing cards. 
When your hand is strong in each suit, there is not 
this danger : there can be no established suit against 

TOU. 

Xo doubt the best opening that can be made 
against a trump declaration is from a combination 
containing both ace and king. The lead of the king 
from this combination gives you an opportunity to 
see the dummy and does not clear the suit for the 
adversary. While the king lead should usually be 



THE XOX-DEALER's PLAY 



61 



followed bv the ace^ in some cases, where it is ap- 
parent that the dealer's weak hand can trump on the 
second round, or that the lead may clear the suit 
for the dealer or dnmmv, the suit should not be con- 
tinned. It is rarely wrong to lead from a sequence;, 
especially from one of three high cards. If you hold 
no sequence of three^ perhaps those containing two 
honours in sequence, such as king queen, queen jack, 
or even jack ten. may be classed as good openings. 
Often when you hold no high card sequence, the lead 
is a disadvantage: experience shows that you make 
more tricks in a suit if it is led to you: for that 
reason it is often advisable to refrain from open- 
ing tenace suits or suits with a single honour. 

The following are given as examples of combina- 
tions from which it is not advisable to lead : 

A Q X X 
A J X X 
K J X X 
K X X X 

In opening a suit headed by the ace, avoid the lead 
of a low card. The dealer may win the first round 
and find means to discard his remaining losing cards 
in that suit. 

Xo objection can be raised to the lead of an ace 
with four or more other cards in the suit, but with 
less than five it is better play to avoid leading that 
suit. If the lead comes up to you. the ace may kill 
some high cards in the adversary's hand and promote 



62 



ADVANCED BRIDGE 



the value of the cards held by your partner : whereas 
if you lead the ace presumalDly only small cards will 
fall, making high ones good for the dealer. 

If your hand is hopelessly weak in trumps and in 
side suits, even with but three cards in the suit, an 
ace should be led in order to save a grand slam. 

If you are forced to open a suit containing a single 
honour, or a suit with two honours not in sequence, 
not including suits headed by the ace. the fourth 
best card should be led. 

The following are given as examples of combina- 
tions from which the fourth best card should be led: 

K J X X 

K 10 X X 

K X X X 

Q X X X 

Q lO X X 

J X X X 

10 X X X 

With a long weak suit it is better play to lead the 
fourth best card. Any irregular lead may suggest a 
short suit to your partner, and loss may result from 
his incorrect interpretation of the lead. 



THE XOX-DEALER's PLAY 



EXAMPLES OF OPENING LEADS 

THE UXDERLIXED CAKD INDICATES THE LEAD. 
{Heaiis) Trump Declared by Dealer. 



Holding the Lead. 







+ 


J 8 2 


K J 7 6 


A K_Q 5 3 


7 


8 


A_ Q 6 5 4 2 


Q 8 4 


K 9 8 


J lO 


lO 8 4 


K J 9 


A 8 7 4 3 


6 4 


A^Q J lO 9 


7 3 2 


9 6 4 


lO 4 


A 6 


A J 7 5 3 2 


8 7 5 


9 7 


A K 4 


A 8 6 4 3 


7 6 3 


6 5 3 


8 6 5 2 


K J 5 3 


A K 


J 6 5 


9 6 4 2 


A_IO 


9 7 4 3 


9 5 3 


A 6 


K 9 5 2 


A Q 5 4 


8 6 5 


9 6 3 


A J 9 4 


lO 5 3 



Leading from a Sequence. 



8 6 


A 5 


A J 5 


K Q J 7 6 4 


9 8 6 4 


7 


A 8 5 3 


K Q J lO 


K 8 5 


8 5 4 


lO 6 5 3 


Q J lO 


K lO 5 


K 6 3 


K Q 8 5 


A 7 3 


A J 6 


K 6 4 


8 6 4 3 


K Q J 


Q 7 5 


Q J lO 6 


A 8 5 


A Q 7 


J 6 4 


lO 


K Q J 9 7 5 


Q 7 3 



64 



ADTAXCED BRIDGE 



Leading from Long Suits. 











Q J 7 4 


K lO 8 4 


A 7 


J 9 5 


K 6 


Q J 9 6 4 


9 8 6 


6 5 2 


8 5 


A J 6 


K J ip 8 5 


K 7 4 


J lO 


Q J 7 3, 


A Q 6 3 


A J 8 


A J 7 5 


4 3 


lO 8 7 4 2 


Q 5 


J 8 5 3 


K lO 7 5.3 


A 8 6 


8 


8 6 4 


9 5 2 


8 6 3 


Q 9 6 4 


lO 6 


K lO 8 3_ 


lO 7 6 2 


A J 5 


K lO 7 


A J 8 


lO 7 5 4 


Q 9 2 


A J 


J 6 4 


Q lo se_ 2 


8 5 3 



INFERENCES FROM HIGH CARD 

LEADS 

It is not easy to determine from the lead of a high 
card how many cards are held in the suit. You can 
only assume the length from the number of cards 
you hold and the number in dummy. The fall 
of the cards may give the information, but you can- 
not rely altogether on the dealer's play; it is his 
object to make it difficult for you to place the cards. 

The lead of an ace denies the king. If the king is 
neither in dummy nor in your own hand, it should 
be placed with the dealer. Should your partner, 
however, lead an ace and follow with the king, the 
lead indicates that he holds no other card of that 
suit, and should enable you to locate the queen. 

Among the better players the lead of an ace also 



THE ?q^O]S^-DEALER^S PLAY 



65 



denies the queen^ since if the suit is led up to the 
ace, queen, tenace, two tricks may be made. This 
inference, however, should not be too rigidly drawn, 
because great length in the suit might justify an 
opening from an ace-queen combination. 

The lead of an ace followed by the queen indi- 
cates the jack. 

The lead of an ace followed by the jack indicates 
the ten, or no other card in the suit. 

If it develops that your partner has led the ace 
from ace and two small cards, it indicates either a 
very weak hand or a tenace in some other suit. 

The lead of a king indicates the ace, the queen, or 
both. Should the king win the first trick, you should 
infer that your partner holds the ace. If the king is 
taken by the ace, the queen is marked in your part- 
ner's hand. If the king is followed by the ace, it 
denies the queen. 



The kin^ should be led from 



fA K Q 

A K J 
A K X 
K Q J 

IK Q X 



The lead of a queen denies the ace and the king, 
consequently the lead places both of these high 
cards. 

If a queen is led by your partner, you should infer 
that the lead is from jack ten; perhaps it would be 
better to say that the lead shows the jack. If you 



66 ADYAKCED BRIDGE 



find the jack is either on the table or in your own 
hand^ the lead was evidently from a short suit ; queen 
and one or a singleton. 



The queen should he led from 



(q J lo 
Q J 9 
Q J X 
Q J 
Q X 
Q 



The lead of a jack denies the ace^ the king, and the 
queen; consequently your partner holds no higher 
card of the suit ; against a declared trump, it usually 
indicates a short suit. 

There is some difference of opinion among Bridge 
players as to this lead; the jack is sometimes led 
from king queen jack, from king jack ten, and even 
from ace jack ten. The lead of a jack as the top 
card does away with the confusion that is caused by 
numerous interior leads. It simplifies the lead and 
facilitates the placing of higher cards. 



The jack should he led from-^ ^ 



The lead of the ten indicates the king jack and ten 
and denies both ace and queen. If either the king 
or the jack is in your hand or in dummy, the ten 
lead denies any higher card, and is probably the top 
of a short suit. 




THE XOX-DEALER'S PLAY 



67 



The ten slionld be led from 



K J lO X 

lO 9 X 
lO 9 
I lO X 



The lead of a nine denies all higher cards of the 
suit; it is led only as a top card^ and usually indicates 
a short suit. 



INFERENCES FROM LOW CARD 
LEADS 

An application of the Eule of Eleven will mate- 
rially assist you to draw correct inferences from the 
lead of a small card. It will indicate whether the 
lead is from a short or a long suit. 

If you see more high cards than the Eule of Eleven 
would allow, you can mark the lead, not as fourth 
best, but as the top of a short suit. If the lead indi- 
cates a long suit, you can often determine the exact 
combination of cards from which it has been made. 

The Rule of Eleven 

Deduct the size of the card led from eleven, 
and the difference will show how many cards 
higher than the one led are held outside the 
leader's hand. 



(9 8 X 

The nine should he led from , 9 x 



68 



ADYAIfCED BRIDGE 



The lead of an eight or a seven (except at no- 
trumps) is more apt to be from a short than from a 
long suit; combinations in which these cards would 
be fourth best are seldom opened by good players. 

It will be easier for your partner to read your lead, 
if with long weak suits, headed by jack, ten, or nine, 
you lead the fourth best card. These cards can be 
led to indicate a short suit. 

You can determine the length of your partner^s 
suit by noticing the fall of the low cards. 

When it is evident that your partner has led the 
lowest card of his suit, his lead indicates exactly four 
cards. If your partner is leading from a long suit 
and plays down on the second round, he holds more 
than four cards. 



EXAMPLES OF INFERENCE FROM 
OPENING LEADS 

A is the leader, Y the dummy, Z the dealer. 



A^s lead of the ace denies the king and probably 
the queen; both of these cards should be placed in 
the dealer's hand. 



THE STOST-DEALER'S PLAT 



69 



B 



i4 f 



4 



Third hand should play ace on queen; king is in 
the dealer's hand. A has probably led from queen 
jack ten. 



B should play the three; his partner's lead indi- 
cates the top card, and also shows that both ace and 
queen are in the dealer's hand. 




4 ♦ 



70 



ADTAXCED BEIDGE 



A*s lead of ten with jack on the table indicates 
the top of a short suit. King and queen should be 
placed in the dealer's hand. 





Y 










A B 






Z 








The lead indicates the top. probably^ of a short 
snit. King, qneen^ and jack are all marked in the 
, dealers hand. 

ORIGINAL TRU MP OPENINGS 

If a trump has been declared by the dealer it is 
not^ as a rule^ good play to lead trumps up to his 
strong hand; this lead wonld necessarily place any 
high trump cards that your partner may hold in a 
bad position. If. however, yon hold a sequence in 
trumps and strength in the side suits consisting of 
combinations from which you do not wish to lead, 
a trump lead is admissible. 

The following are given as examples of hands 
from which the trump should he led when the dealer 
is the maker. In these cases hearts are trumps. 



THE ^ton-dealer's PLAT 



71 





♦ 


* 




Q J 
K_ Q 
Q. J lO 


A Q X X 
K J X X 
A J X X 


K X 
A Q X 
A Q X 


K J X X 
K X X X 
K X X 



The underlined card indicates the lead. 



When dummy is the maker of the trump, there 
are many hands from which the trump should be led 
as an initial opening. If you hold tenace suits, or 
suit containing single honours, and the adversary 
or your partner leads to you, you are in a better po- 
sition to make your high cards, hence a trump open- 
ing in order to throw the lead. 

If, however, you hold a sequence in any one suit, 
the trump lead is not necessary. Leading from a 
sequence is always good play, and rarely results in 
loss. 

The following hands are given as examples of 
original trump openings when dummy is the maker. 





♦ 






J_ lO 

2. ^ 

i 3 
3_ 5 


A Q X 
A J X X 
A Q X 
A Q X X X 


K J X X 
A X X X 
K X X X 
A J X 


A Q X X 
K X X X 
K J X X 
K Q X 



The underlined card indicates the lead. 



72 



ADVANCED BRIDGE 



ORIGINAL TRUMP OPENINGS FROM 
STRENGTH 

It is advisable to lead trumps from strength in 
comparatively few hands^ for the reason that the 
lead indicates to the dealer the position of the trump 
strength held against him. If^ however, you hold 
four or five trumps without an honour, and combina- 
tions in the plain suits from which you do not wish 
to lead, the trump may be led through the strong 
hand. This is especially true of a four-trump hand, 
which contains three cards of each of the other suits. 

Avoid opening the trump from strength when you 
hold a single honour, or even two honours. You will 
gain, by waiting for the lead to come to you. 

THE TRUMP LEAD AGAINST A 
SPADE MAKE 

As a rule, the aggressive spirit that should charac- 
terise the non-dealer^s play of a spade hand is lack- 
ing. While a spade is not necessarily made from 
weakness, the declaration in itself shows sufficient 
weakness in the side suits to embolden the adver- 
saries^ play. With a hand containing five trumps 
(spades) the initial opening should be the trump. 
Your partner must hold suit strength which your 
trump lead will protect. 

If your five trumps contain a tenace and you can 
advantageously lead from another suit, it may be 
advisable to wait for your partner to lead to your 



THE NON-DEALER^S PLAY 



73 



tenace, particularly if by doubling you have indi- 
cated trump strength. 

If you have been redoubled and your hand con- 
tains four trumps and strength in the side suits, the 
trump lead requires more careful consideration. 

Unless your partner has doubled the spade dec- 
laration it is impossible for you to place the trump 
strength, and you should be cautious about leading 
originally from a short trump suit. 

HOW TO PLAY TO PARTNER'S 
TRUMP OPENING 

Any trump opening from your partner is an indi- 
:jation of strength, usually of strength in the side 
suits. It does not necessarily follow that your part- 
ner wants the trumps out, but it is an indication that 
he is anxious to have his suits led to. If you win the 
first trick in the trump suit, look to see if dummy 
offers you an advantageous lead. If you hold fair 
strength in the side suits with no protected honour 
in trumps and no short suit, there can be no objec- 
tion to the return of the trump lead; but if you hold 
a tenace over dummy^s strength in trumps, or a high 
card that is protected, it would be a bad play to re- 
turn the trump lead. Wait until your partner or the 
adversary leads up to you. Do not return the trump 
lead if you hold a short suit. Lead the short suit. 
You may be given an opportunity to make one of 
your trumps. 



74 



ADVAXCED BRIDGE 



LEADING TRUMPS TO PREVENT A 
RUFF IN THE WEAK TRUMP HAND 

When the dealer seems backward about leading 
tramps, the inference is that he is trying to estab- 
lish a ruff in the weak trump hand, and you should 
be on the alert to prevent this by leading trumps 
(through the strength). It may be necessary for you 
to lead the trump after your initial lead. It may be 
advisable to stop leading a suit, which would help to 
establish a ruff' in the weak hand : or it may be essen- 
tial that you try to place your partner in the lead^ so 
that he can lead the trumps through the strong hand. 
If you are weak in dummy's long suit, it is always 
more or less dangerous to lead trumps. When this 
is the case, your lead might help the dealer to ex- 
haust trumps and make this long suit. 

SHORT SUIT OPENINGS 

In Bridge the term short suit implies a singleton 
or a two-card suit, although, strictly speaking, any 
suit of fewer than four cards is short. With a very 
weak hand (no high cards in any suit) it is evident 
that the only possible way of making tricks is by a 
short lead, which may enable you to ruff the suit on 
the second or third round. With a hand that con- 
tains tenace suits or suits with a single honour, it is 
often advisable to lead short : this opening gives you 
a double advantage; you may have an opportunity 



THE XOX-DEALER's PLAY 



75 



to ruff^ and yon throw the lead with the purpose of 
having yonr hononr snits led np to. 

With most players the desire to make a small 
trnmp is very strongs and often leads to thoroughly 
nnsonnd openings. It is always wrong to open a 
short suit when yon hold an ace king suit. Why play 
in the dark^ when by leading the king of yonr ace 
king snit^ yon are in a position to hold the lead until 
you have seen dummy and can judge as to the advisa- 
bility of the weak lead? A suit headed by king 
queen is also a safer opening than a short lead, which 
may establish the suit for the dealer ; although, if 
you hold an honour that will stop the adversaries^ 
trump lead, say an ace or a guarded king, you are 
almost certain to be in the lead before the dealer 
has an opportunity to discard worthless cards on his 
established suit. Any short lead may establish a 
suit for the dealer or dummy; in fact, the chances 
are that it will. If you are weak in trumps and have 
little or no strength in the side suits, you have not 
much to lose by the short lead. The dealer will es- 
tablish and make his suit with or without help. On 
the other hand, if you are strong in trumps, you may 
be able to make it most difficult for the dealer to ex- 
haust the trumps and make a suit unless, by your 
weak lead, you establish it for him. 

With strength in trumps the short opening is un- 
sound, particularly with four trumps is it apt to 
ruin your hand. One force given your hand makes 
it easy for the dealer to exhaust your trumps and to 



76 



ADVA^s^CED BKIDGE 



make the suit that you^ b}- your short lead^ have es- 
tablished. 

With four trumps open your long suit. The maker 
probably holds five trumps^ and when one force is 
given to his hand^ you have an equal number. Even 
though your trumps are small the dealer must ex- 
haust his own to draw them^ and a card of re-entry 
in your hand or that of your partner will probably 
enable you to make your suit. At any rate, you 
have made it difficult for the dealer to establish his 
suit, or retrieve any subsequent error in his play. 

With five trumps and any good suit the latter 
should be opened. When the make has been passed,, 
should you hold no long suit, choose preferably a 
short red suit. In other words lead up to the deal- 
er's supposed weakness. 

With six trumps little or no objection can be raised 
to the short lead. When the trump situation is^ 
known you may be forced to lead them to the maker^ 
so that you should early in the hand try to take as 
many trump tricks as possible. 

At all times select the highest card of a short suit 
for the lead. This is done to give requisite informa- 
tion to your partner. Unless he can see, in his hand 
or dummy, great strength in the suit, the lead of a 
very low card is most difficult to read as short. 

The following are given as examples of hands 
from which a short suit may be led. The trump 
(hearts) declared by the dealer. The card under- 
lined indicates the lead. 



THE non-dealer's PLAT 



77 





* 








5 2 




J 6 


4 


lO 


9 










o 


5 


3 




9 3 


3 


Q 




9 


7 


4 


2 




Q 


8 


Q 


4. 


A 


Q 8 


K 


J 6 


3 


J_ 


lO 








K 


8 


4 


2 


A 


9 3 


Q 






K 


8 


6 


4 


2 


J 


8 


5 


3 


Q 


5 2 


J_ 


lO 4 




K 


8 


4 






K 


5 


4 


2 


J 


7 3 


A 


Q 9 


6 


I< 


Q 








K 


J 


4 


2 


8 


6 2 


9_ 






J 


8 


6 


4 


2 


lO 8 


4 




7 


5 


Q 


6 4 


3 


9_ 


8 








lO 6 


5 


3 2 



LEADING THROUGH STRENGTH 

The fundamental idea of leading through strength 
is to help your partner to make his high cards by 
allowing him to play after the exposed hand. "Lead- 
ing through^^ means to make a person play second 
hand to the trick. You always lead through your 
left hand adversary. 

Should your partner hold K J x with A Q x in 
dummy, it is obvious that if you lead through the 
suit, your partner may win two tricks, whereas if 
he is forced to lead up to the strength, one trick at 
least would be lost. Players will often say, "How 
can I know that my partner has any high cards in 
that suit?^^ Perhaps you cannot be certain of the 
distribution of the high cards; in leading through 
strength you hope that your partner holds the miss- 
ing honours, realising that if all the strength is with 



78 



ADYA^^'CED BRIDGE 



the dealer^ nothing is lost. ^^Leading through 
strength^^ is simply looking ahead and foreseeing 
what may happen. In other words^ not placing your 
partner in a position whereby he may be forced to 
lead up to the strength in dummy. 

WHEN TO LEAD THROUGH 
STRENGTH 

After taking the first trick, study the dummy 
carefully in order to see which suit may be led 
through advantageously. If there are two suits to 
choose from, select the suit in which you are short, 
hoping it may afford you an opportunity to make a 
small trump. 

The fall of the cards will often indicate that your 
partner can trump the second or third round of the 
suit you are leading. Before giving him the ruff, 
consider that he will be compelled to lead, and if 
there is no suit in dummy that he can lead to ad- 
vantageously, it is better for you to lead through 
the strength on the table than to force your partner 
to lead up to the strong hand. Of course, if it is 
necessary to save the game by all means give your 
partner the ruff, but if, on the other hand, you hold 
the ace or guarded king of trumps, i.e., a high card 
that will stop the adversary's trump lead, it is pref- 
erable to lead through dummy's strength. Later 
you can stop the trump lead and give your partner 
the ruff. 



THE XO^s^-DEALER's PLAY 



79 



CHOICE OF SUITS TO LEAD 
THROUGH 

In leading through strength^, certain suits are pref- 
erable to others. A guarded king in the dummy is 
an ideal suit to lead through when you hold the 
queen^ jack, ten of the same suit. By leading the 
queen, if your partner holds the ace, you can pre- 
vent dummy^s king from making. 

In leading through strength, ayoid a suit in which 
you yourself hold a protected honour. For instance, 
holding king, jack, small, it would be bad play to 
lead through ace, queen, ten, as this would give the 
dummy an opportunity to make three tricks in the 
suit. 

The following may be classed as good combinations 
from which to lead through strength in dummy: 

Holding' Lead through 



J lO 9 
lO 9 X 



A Q X in Dummy 



XXX 



XXX 



A J X or A X X in Dummy 




K J X in Dummy 



Q J lo' 
Q J X 
Q X 



J lO X 
lO 9 X 



K X X in Dummy 



XXX 



J 



80 



ADVAXCED BRIDGE 



Holding 




Lead through 



Q X X in Dummy 



In leading through any of these combinations^ the 
top card of a sequence should be led. In fact, with 
three cards or fewer in a snit^ it is almost an invaria- 
ble rule to lead the highest card. 

The following are combinations which should be 
led through only as a last resort: 



Holding 



Q X X 



Aroid leading through 



Ta J X 

I A lO X in Du 
I K J X 
IO X 



mmy 



K X X <^ 



A Q X 

A J X 

A X X In Dummy 

Q J X 

Q X X 

Q X 



Ta IO X 

J X X X 

Ik IO X in Dummy 



SUGGESTIONS FOR THIRD HAND 
PLAY 

When you are trying to win the trick, play high 
third in hand; but if your cards, or your cards com- 



THE XOX-DEALER's PLAY 



81 



bined with those in the diimmv are in sequence^ play 
the lowest card of the sequence. 

Do not finesse against vonr partner; help his hand 
at the sacrifice of your high card. If^ however^ you 
hold ace^ jack^ smalL — with king or queen in dum- 
my^ — the play of the jack is permissible ; your part- 
ner's lead practically shows one of these honours. 

When you hold the ace and your partner leads a 
jack through a guarded king or queen in dummy, it 
is often good play to pass the first trick. By play- 
ing the ace you will probably establish two high 
cards for the dealer. 

If your partners lead clearly indicates a short suit^ 
with the ace marked in the dealer's hand^ do not sac- 
rifice a king. Allow the dealer to win the trick 
cheaply, if necessary, but keep your king guarded. 
By playing a low card you may deceive an unwary 
dealer, and at any rate you will put the dealer to 
some trouble to catch your king. 

At ^'no-trump,'' provided the dummy holds an 
honour, you should finesse deeply in your partners 
suit. The application of the Eleven Eule will mate- 
rially help you in finessing. When there is a guard- 
ed queen in the dummy and you hold the king, ten^ 
small, or ace, ten, small, to finesse is sound play. 
If dummy holds a twice guarded king and you hold 
the ace, jack, small, it often pays not to take the 
finesse, for should you abandon the suit to wait until 
your partner can again lead through the king, you 
may take out the only re-entry card in his hand. 



82 ADYAi^'CED BRIDGE 



Unless your partner holds two re-entries^ you gain 
nothing by the finesse. 

INFERENCES FROM THIRD-HAND 
PLAY 

It is very important for the leader^ especially in a 
^^no-trump'^ hand^ to be in a position to determine 
whether his suit should be continued or abandoned. 
Careful notice of the card your partner plays to the 
first trick will often enable you to place the high 
cards in that suit, and in this way suggest your sub- 
sequent play. 

The following are given as illustrations of infer- 
ences to be drawn by the leader from third-hand 
play: 

A and B are partners, and the underlined card 
in each example indicates A^s lead; Y^s cards are 
exposed. 



THE JS'OX-DE ALERTS PLAY 



83 



B's play of queen denies the jack^ which should 
therefore be marked in the dealer^s hand. The 
small cards cannot be placed. 



B^s play of the nine denies the eight and the 
queen. Both of these cards must be in the dealer's 
hand. The ten should be placed with B. The leader, 
in order to catch the dealer's queen, must await a 
return of the suit. 




84 



ADYAXCED BRIDGE 



The play of the jack denies the ten and the king; 
both of these cards are marked in the dealer^s hand. 
Should A continue this suit, it would allow the 
dealer to make tricks with both ten and king. The 
jsuit must be abandoned until the lead can come 
from B*s hand. 




4 4 




B's play of the queen with the jack exposed on 
the table denies the ten. which must be in the deal- 
er's hand. 



4 A 



4 



THE non-dealer's PLAT 



B's play of the king denies the queen. To con- 
tinue the suit might allow the dealer to make two 
tricks. A should abandon the suit until B can re- 
turn it through the dealer's hand. 




It is impossible to tell whether the king is held by 
the dealer or by B. The suit^ however, may be con- 
tinued with the ten. If B holds the king this may 
shut out the jack. If the dealer holds the king 
probably nothing will be lost. 



86 



ADVANCED BRIDGE 



B's play of the ace denies the king^ which should 
be placed with the dealer. 




It is customary holding the ace and jack with the 
king or queen in dummy to finesse the jack third in 
hand. B's play of ace would, therefore^ deny the 
jack, which is marked with the dealer. Avoid con- 
tinuing the suit. 




As the dealer does not take the ten^ the ace and 
jack are presumably in B's hand. B's play of ten 
denies the nine, which should be placed with the 
dealer. 



THE KO^^'-DEALEK'S PLAY 



87 



B 




B plays ace to the first tricky and returns the 
king; this indicates no more cards in the suit^ and 
marks the queen in the dealer's hand. 

LEADING UP TO DUMMY 



With dummy on your right, you should invariably 
lead up to the weak suit. This is especially impor- 
tant when you hold no high cards in the suit, for in 
this case the strength lies between your partner and 
the dealer. By leading through the dealer^s hand 
you give your partner the advantage of position; 
otherwise he may be forced to lead up to the dealer^s 
strength. 

In leading up to weakness, the general rule of 
leading the highest card of a sequence should be fol- 
lowed. It is often good play, when dummy holds no 
honour in the suit, to lead a card higher than dum- 
my^s best. This permits your partner, if the lead is 
not covered, to pass the trick. 

If dummy^s weakness is in the trump suit, your 
best play will often be to lead trumps through the 



88 



ADYAXCED BRIDGE 



dealer^s strong hand, rather than to lead up to the 
high cards in dummy. If yon hold a guarded king 
and dummy a guarded queen, do not be tempted to 
lead up to this honour. 

It would be obviously wrong to lead up to a king 
if you hold the ace. You must wait until this suit 
is led by the adversary or your partner. Do not lead 
up to an ace in dummy if you hold the king. You 
are reasonably sure to make a trick with this card 
if you wait until the suit is led by the dealer or your 
partner. If you hold a sequence headed by the 
queen or jack, little or no objection can be raised to 
your leading up to an ace or king, and on each occa- 
sion the highest card of the sequence should be led. 

Should you lead a low card up to dummy^s strong 
suit, your lead would indicate a singleton and a de- 
sire to ''ruff.'' 

THE ECHO 

In Whist the play to a lead of a high and then a 
lower card is a signal for a lead of trumps, and is 
necessarily an indication of strength in trumps. 

In Bridge this convention is used to show control 
of the third round of the suit led. Some players use 
this echo or signal to show that they can trump the 
third round of the suit, while with others it implies 
control of the third round either with the high card 
or by a ''ruff.'' 

This signal should not be used except on your 
partner's lead of king, as otherwise it would give 



THE ^^O^^'-DE ALERTS PLAY 



89 



information to the dealer. To use it on the ad- 
versary's lead would help the dealer to make snc- 
ce»sful finesses^ and to mark the distribution of the 
suits. Be careful when you use this signal not to 
echo with an honour. If you hold Q J 10 x^ do 
not play the honour to the first trick; not only is 
your partner apt to think you have no more of the 
suit, but these honours are too valuable to throw 
away. 

FORCING 

To force is to make a player trump. This will, of 
course, reduce his trump strength and weaken his 
hand. It is as a rule good play to force the adver- 
sary's strong trump hand. It will often prevent his 
exhausting the trumps, and hinder his bringing in 
an established suit. 

The beginner hesitates to force the strong trump 
hand. He feels that he is wasting a high card and 
allowing the adversary to make a small trump, not 
realising that no card of this suit can make, unless 
the trumps are exhausted. 

If no force be given to the strong hand, it is, or- 
dinarily, an easy matter for the dealer to exhaust 
trumps and make a suit; unless there is unusual 
length in trumps, judicious forcing will do more than 
anything else to break down a strong trump hand. 

Do not lead a suit with the intention of forcing the 
strong hand unless you hold the commanding card 



90 



ADYAXCED BKIDGE 



or can mark this card with your partner; yon may 
give the dealer an opportunity to win the trick and 
to discard a worthless card. 

Yon should hesitate to force when by doing so 
you establish the remaining cards of the suit for your 
opponent. 

You should not attempt to force the strong hand 
when there is an established suit against you^ par- 
ticularly when it can be inferred that the dealer has 
all the high cards in the trump suit. At this time, 
make what you can in the remaining suit before you 
give up the lead. 

It is wrong to force the weak hand. You lose one 
of your high cards^ and the maker's trumps are still 
intact. Do not continue a suit when it is shown that 
the weak hand can "ruff.^^ 

In playing against the make^ if you infer that your 
partner is weak in trumps and also short in a side 
suit, it is usually advisable to allow him to make 
small trumps by forcing him. This should always be 
done when a short suit has been led by your partner. 
His lead practically asks for the ^'rutf .'^ 

If, however, your partner has doubled, be more 
careful about forcing him. By reducing his trump 
strength you may severely injure his hand. 

It is bad play to lead a suit that both the dealer 
and the dummy can trump. It allows the dealer to 
trump in one hand and to discard a worthless card 
in the other. 



THE XOX-DEALER'S PLAY 



91 



RETURNING PARTNER'S LEAD 

Ordinarily it is not possible to establish a suit 
against the dealer^s strong trump hand^ and this does 
away with the usual argument in favour of returning 
your partner^s original lead. On the contrary^ it is 
probably the last thing that should be done. Your 
play is to make any high cards you may hold, and 
then to search for a weak suit in the dummy hand. 
If you lead up to this weakness, the dealer cannot 
place the strength in the suit, and your partner is 
in a very good position to win a trick cheaply. 

After making your high cards, should there be no 
weak suit in dummy to lead up to, return your part- 
ner's lead. 

SECOND-HAND PLAY 

When opposed to the dealer the question of correct 
second-hand play is relative to your position at the 
table. That is whether you play before the dummy 
or before the dealer. In other words, whether the 
dummy is at your left or whether the dealer is at 
your left. 

If you will try to infer why the dealer is leading 
that suit, it will assist you to decide on the correct 
second-hand play. It is, of course, reasonable to sup- 
pose that he has some strength in the suit. What 
this strength may be you must judge from the cards 
that you hold and those that you see on the table. 



92 



ADyA:N'CED BKIDGE 



WHEN YOU PLAY BEFORE THE 
DUMMY 

It is evident that when dummy is weak the sec- 
ond-hand play is greatly simplified. Yon either play 
higher than dummy^s best, or pass the trick to yonr 
partner. Should dummy hold strength or a high card 
in the suit, it is usually better to play higher than 
any card dummy holds. For instance, if you hold 
K X X, with the queen and others on the table, your 
second-hand play would be the king; otherwise the 
queen in dummy may win the trick. In this position, 
however, there are times when a low card should be 
played. For instance, dummy holds K with others, 
and you hold A J x; the second-hand play is low; 
for should the adversary take the trick with the 
king and return the same suit you win two tricks 
instead of one. If you hold ace and one or two small 
cards with king and jack in dummy, the second- 
hand play should be a low card. Should the dealer 
finesse the jack, your partner may win the trick. 

Should dummy hold over you in a position to over- 
take any card you may play, unless you hold two hon- 
ours in sequence, always play your lowest card. For 
instance, when you hold K J x, and dummy holds 
A Q X, it is useless to play any card but the lowest. 
Dummy is sure to win two tricks in the suit. 

If you hold K Q X with A J x in dummy, your two 
honours are in sequence and the lower honour should 
be played. 



THE ]S'o:n' -dealer's play 



93 



Should you hold A Q x with K J x in dummy^ the 
ace is the best second-hand play. If a low card be 
played, the dealer, by finessing the jack, can place 
the ace and the queen in your hand, and of course 
he will not continue the suit; while if the ace is 
played, the queen, not being so clearly marked, may 
win the third round. 

Usually cover an honour with an honour even 
though you know that your high card will be lost. 
Do so whenever you hold a fourchette; whenever you 
hold the ten of the same suit, which you may event- 
ually make good; or whenever, by covering, you 
can reasonably hope to make a card good in part- 
ner's hand. It is not, however, advisable to cover 
a queen led holding K x x x unless one of the small 
cards be a nine or better; the adversary will find it 
difficult to catch a king that is three times protected. 
On the other hand, a king that is once or even twice 
guarded can be easily captured, and for that reason, 
and with the object of promoting a card in your 
partner's hand, it is usually good play to cover the 
lead of a jack or queen. 

Do not give the dealer an indication of the cards 
that you hold by hesitating in your play. Decide on 
and play a card quickly. If there is a doubt as to 
your play, play your lowest, remembering that the 
dealer must guess the position of missing honours. 




W^HE r#Y>:0iU P BEFORE THE 

D EJn. E R 



When the dummy is weak ami yoii play before the 
-3,ealer. it is with the assiiran^e'^- that the missing 
-strength in the suit is over.yoii. This strength maT 
:be held by the dealer or by your partner. As he is 
leading the suit, the chances are that the balance of 
strength is with the dealer; therefore, unless you 
know tfiat you can win the trick, do not play a high 
-.card. 

' - With ace and others in^ suit, if you do not play the 
~^ce second in hand, the -tkaler may win the trick and 
discard his worthless car5-s in that suit. The second- 
hand play of an ace is particularly necessary later 
in the hand, and when the trumps are against you. 

VThen you play before the dealer follow the same 
general rules as to covering an houour. and as to play- 
ing the lower of two honours in sequence. If dum- 
my holds an ace and others of a suit, and you hold 
E J X play the king second hand. With small cards 
of a suit in dummy and ace queen and others in your 
own hand^ the ace should be played second in hand. 



INFERENCES 



There is no subject in Whist or Bridge so inter- 
esting as that of inferences. Each card that is 
played carries with it some information that will 
often render valuable aid to the play of the hand. 

To be able to read the cards correctly, and to draw 
the proper inferences, requires not only experience, 
but a certain amount of inherent card genius. The 
beginner marvels at the amount of information ob- 
tained by the expert, wondering how it can possibly 
be secured. To the average person who sits down to 
watch a game of Bridge there is nothing more demor- 
alising than to see how readily the good player finds 
out the location of most of the high cards, and, in 
many cases, even the distribution of the various 
suits. 

Strange as it may seem, writers on Bridge and 
Whist have, as a rule, devoted little space to this al- 
most inexhaustible subject. A good-sized book could 
be written entirely on inferences; and let no one be 
discouraged at his lack of skill in this direction, for, 
even among the good players, errors are very com- 
mon. The best Bridge players, however, are un- 
doubtedly those who can draw inferences quickly and 
correctly. 

95 



96 



ADYAKCED BRIDGE 



THE VALUE OF INFORMATION 

When playing against the dealer, give your part- 
ner all possible information. Any deception or play 
of false cards, any irregular lead that is not conven- 
tional, will often react to the benefit of the dealer. 

Information may be given by leading correctly, by 
taking a trick as cheaply as possible, by discarding 
properly, by correct second-hand play, and by re- 
turning or not returning your partner's lead. 

At times the information that you give your part- 
ner may benefit the dealer by enabling him to mark 
the distribution of a suit, but more often is it of 
greater value to your partner. The dealer knows 
from the start the exact cards that are held against 
him; while your partner needs all the information 
you can give to combine with you in defending the 
dealer's attack. 

There are players who claim that you should not 
lead the fourth best card against a trump declara- 
tion, asserting that the informa^tion it gives may 
benefit the dealer, and that, should a card lower than 
the one led be played, your partner may think it a 
short lead. These players make the distinction of 
leading their lowest card against a declared trump, 
and the fourth best only against a "no-trump" dec- 
laration. This may appeal to those who neither 
count cards nor apply the useful Eleven Eule, but it 
does not satisfy the clever player, who wishes to 



Il^FERENCES 97 



count his partner's snit, and to determine the exact 
combination of cards it contains. 

If you deprive your partner of the information to 
which he is entitled, you rob Bridge of much of its 
intellectual pleasure. How can he know when the 
weak hand can '^ruT' your suit? How can he tell 
whether a lead will force the strong hand or give it a 
discard ? How can he count your hand or the deal- 
er's? How can he make correct end plays without 
knowing the position of the cards ? 

Without this help to partnership play you are in 
no position to combat the dealer. It is not difficult 
to win tricks from adversaries who neither give, nor 
make use of information. 



HOW TO DRAW INFERENCES 

Bridge is in this respect a much easier game than 
Whist. In Bridge the declaration and the exposed 
dummy hand, both absent in Whist, lend enormous 
assistance in locating the cards. 

The beginner invariably becomes interested in his 
own cards, or those of the dummy, and plays without 
paying any particular attention to the card that is led 
or to the one that wins the first trick ; in other words 
he knows nothing about the location of the cards 
in that particular suit, and his disregard of the fall 
of the cards continues throughout the entire hand. 

A notice which nothing escapes, the ability to 



98 



ADVANCED BRIDGE 



count cards, and absolute confidence in your part- 
ner's plav, is the sine qua non of correct inferences. 

Notice particularly the card that your partner 
leads; if it be a liigh card^ understand what it indi- 
cates; and^ if it be a low card, ascertain whether it is 
led from a long or a short suit. 

Watch the cards as they fall, the adversaries' as 
well as your partner's, with unceasing attention, and 
make a mental interpretation of each play^ with due 
allowance for the dealers false cards. 

Don't jump at a conclusion which masses the re- 
maining cards of a suit, but count each suit accurate- 
ly, with a certainty of the particular cards that must 
be held by the dealer and your partner. 

Much of the intellectual enjoyment of Bridge is 
derived from playing your hand in conjunction with 
your partner^s. Credit your partner with playing for 
the common interest of the hands and place absolute 
confidence in the information he gives you. A trust 
in your partner's Bridge ability will overcome many 
an obstacle in the way of drawing inferences. 

INFERENCES REGARDING THE MAKE 

In many hands the declaration and the cards in 
dummy will show you the dealer's probable strength ; 
and will also suggest the number of trumps held by 
your partner. 

For instance, should you hold three trumps with 
three in the dummy, you cannot expect your partner 



IXFEREXCES 



9^ 



to hold more than two trumps^ allowing for at least 
five in the dealer's hand. 

Should yon hold four trumps^, with three on the 
table^ your partner cannot have more than one; he 
may have none. 

Although at times you can place high cards in the 
trump suit^ it is ditficult to locate honours in a ^^no- 
trump'^ hand. However^ keeping the general rules 
for the make in view^ you can form some idea of the 
adversary's strength. 

When the dealer has passed the make you can 
often infer from his subsequent play the absence of 
certain cards. For instance^ should the dealer^ hav- 
ing passed the make, play two aces, he probably does 
not hold much strength in the other two suits. 

GENERAL INFERENCES 

When your partner makes what appears to be an 
unusual play, do not condemn it, but ask yourself 
why the play was made. For instance, Why does 
your partner not lead through the strength in dum- 
my ? It may be that he has an honour in that suit, 
and is waiting for the adversary to lead. 

Why does your partner lead up to dummy^s strong 
suit, instead of to the weak one? He is probably 
leading a singleton, or he may be very long in that 
suit and hopes that you will trump. 

Why does the dealer not lead trumps ? He may be 
tr3dng to establish a '^'^ruff'' in the weak hand; he 



100 



ADVAISrCED BRIDGE 



may be trying to arrange the lead so that his trumps 
can be led advantageously from the weak hand; or it 
may be because the balance of trump strength is 
against him. 

Why does your partner abandon his long suit 
against a ^^no-trump^^ make ? It is because his card 
of re-entry has been taken out;, because the suit is 
hopelessly against him, or because he is waiting for 
you to lead through the dealer^s hand. 

Why does your partner refuse to return your lead 
in a ^^no-trump^^ hand ? It is either because he has 
no more of your suit, or because he considers that 
his suit is stronger. 

Why does your partner immediately return your 
lead against a declared trump, instead of showing 
his own suit, or leading up to dummy^s weakness? 
He is evidently anxious to trump the third round of 
your suit. 

With a ^'^no-trump^^ hand, why does the dealer part 
with the ace of his adversaries^ suit on the first 
round ? It is because he has that suit protected, be- 
cause he can see enough tricks to win the game, or 
because he is afraid that some other suit may be 
made against him. 

After you have led up to the weak suit in dummy, 
and your partner has taken the trick cheaply, why 
is it that he does not return that suit? He is evi- 
dently waiting for you to lead through the dealer^s 
hand. 

If, against a "no-trump'^ declaration, you are in 



INFERENCES 



101 



doubt as to the location of the winning card in your 
own suit, notice the card that your partner plays in 
returning your lead, and remember that he will re- 
turn his highest card. This will enable you to tell 
what higher cards are in dealer^s hand. 

If you lead a high card, against a ^^no-trump'' 
make, notice the card that your partner plays to the 
trick. If he has four or more of that suit, he will 
not play his lowest. 

If the dealer takes out the commanding trump, he 
is either trying to make you lead up to high cards in 
his hand, or some long suit is established against you. 
If it is for the latter reason, be cautious about forc- 
ing him. Make what you can in the remaining suit. 
It may be dangerous to lose the lead. 

If the dealer continues to lead trumps after the 
trumps in the other hands are exhausted, you should 
be careful not to give information that will be of use 
to the dealer in locating successful finesses. 



THE NON-DEALER'S PLAY OF A 
"NO-TRUMP'' HAND 



Usually lead from toiit longest suit, against a 
^•no-triimp" declaration, trusting that it will prove 
to be the weak spot in the maker's hand, or that you 
may be able to take out any high cards held against 
yon and eventually establish the suit. To make an 
established suit, it may be necessary to have a card 
of re-entry. Therefore, be careful not to lead aces 
and kings in order to see dummy. These cards 
should be reserved as re-entry cards, and will no 
doubt be found most useful later in the hand. 

As leader infer from the fall of the cards, relying 
on your partner's correct third-hand play, the posi- 
tion of the remaining cards of your long suit. Cor- 
rect inferences will assist you to decide whether to 
continue or to abandon the suit. If you find the 
cards so placed that an advantageous lead of the 
suit must come from your partner, plan carefully 
how best to put him in the lead. 

If you know that the adversary has two high cards 
of your long suit, especially when your card of re- 
entry has been taken out. abandon your suit, and en- 
deavour to help your partner by leading the suit 
which you infer must be his. This may be your only 
chance to save the game. 

102 



PLAY OF A i^O-TRUMP'' HA^B 



103 



If the dummy has a long suit, and no card of re- 
entry, do not be in a hurry to part with the com- 
manding card of that suit. Wait until the suit is 
exhausted in the dealer^s hand, so that he cannot 
lead it to dummy. If, however, dummy has a sure 
card of re-entry there is little reason for holding up 
your high card. It is better play to take the first 
trick and hope that your partner holds a card that 
will stop the suit. 

When a high card of dummy^s long suit is marked 
in your partner's hand, it is well to take out dummy^s 
re-entry card before the suit is established. 

Notice carefully your partner^s discards in order 
to determine his strong suit, as well as to be able to 
infer what high cards he is endeavouring to protect. 
This will help you to discard correctly. Avoid play- 
ing a selfish game, and do not feel indignant if your 
partner, instead of returning your lead, attempts to 
play for his own suit. His hand may fully justify 
the change of lead. By changing the lead he shows 
not only a good suit, but also a card of re-entry. 

THE ORIGINAL LEAD 

The long suit is the best opening lead against a 
"no-trump^^ declaration. While the declaration is, 
in itself, an indication of general strength, in the 
majority of makes by the dealer one suit is left to the 
dummy to protect, and your long suit may be the 
weak spot in the dealer^s hand. 



104 



ADVANCED BHIDGE 



The leads against a *'*iio-trump'^ declaration differ 
from those that are in use against a trump declara- 
tion, for the reason that high cards cannot be ruffed. 
With great length or considerable strength in your 
long suit a high card should be led. but unless vou 
can reasonably expect to catch all of the remaining 
cards, your partner should be given an opportunity 
to win the first trick in the suit. 

If you hold no card of re-entry, except perhaps a 
high card in your own long suit, you should be care- 
ful not to take out of your partner's hand the only 
card that he may have to return your lead, for if you 
have no card of re-entry, and your partner has none 
of your suit to return, your suit, even though estab- 
lished, is useless. 

As unblocking is a very important feature of the 
play against a '•no-trump*' declaration, it is neces- 
sary that you show your partner from what com- 
bination of cards you are leading. The failure to 
unblock is largely due to a lack of confidence in 
partner's lead. 

Those who are not familiar with the correct leads 
at ''no-trump*' would do well to remember that the 
lead of a high card indicates three honours or seven 
cards in the suit. 

Frequently in opening a hand you will have two 
suits of equal length to choose from. It is then ad- 
visable to keep the suit headed by the higher card, 
for re-entry. For instance, holding two suits, one 
headed by an ace and the other by the jack or queen. 



PLAY OF A NO-TRUMP HA^sTD 



105 



open the weaker of the two^ saving the ace as re- 
entry. This principle is sound; in practice it may 
sometimes be found that your partner is strong in 
the suit you do not open. Nevertheless, this lead 
from the weaker of two suits^ if consistently fol- 
lowed, will gain in the long run. If you hold a red 
and a black suit, of equal length, especially if the 
^^no-trump^^ declaration has been made by the dum- 
my, give the preference to the red suit, inferring 
that the dealer is weak in red cards. 

When you are opening from a long weak suit, and 
especially when you hold no re-entry card, endeavour 
to inform your partner that your long suit is weak. 
Don^t encourage your partner to return your lead 
unless there is a fair chance to establish and make 
your suit. From each of the following combinations 
it is best to lead the highest card : 

lO 9 7 6 
9 8 6 4 
8 7 5 3 

When the top cards are not in sequence the lead 
of the highest may lose a trick, and it is, therefore, 
safer to lead the second best. As with 

lO 8^ 7 5 2 
9 7^ 6 4 3 

The underlined card should be led. 

If, however, you hold a long weak suit, and, say, 
two or more possible re-entry cards, do not hesitate 
to encourage a return of the lead by opening a low 
card. 



106 



ADVAXCED BRIDGE 



THE ORIGINAL LEAD AT ''NO- 
TRUMP" 



LEAD 


HOLDING 


Ace 


Ace, Queen, Jack, and others with a re-entry 
card. 

Ace, with 7 or more others. 
Ace. Queen, with 5 others. 
Ace. Jack, with 5 others. 


Xing' 


Ace. King, Queen and others. 
Ace, lung, Jack and others. 
Ace, King, ten, and 3 others, with a re-entry 
card. 

Ace, King and 5 or more others. 
King, Queen, Jack and others. 
King, Queen, ten and others. 
Kino;, Queen and 5 others. 


Queen 


Queen. Jack, ten and others. 
Queen. Jack, nine and others. 
Ace. Queen, Jack and others. Xo card of 
re-entry. 


Jack 


Jack, ten, nine and others. 


Ten 


King. Jack, ten and others. 


4th Best 


From other combinations. 



PLAY OF A NO-TRUMP HAND 



107 



OPENING A SHORT SUIT AGAINST A 
"NO-TRUMP'' DECLARATION 

If, as leader, your long suit is worthless, and your 
hand is generally weak, there is a chance that your 
short suit may prove to be your partner^s long one, 
and that the lead may help him to establish his suit. 
While the odds are two to one against the success of a 
short lead, in this case it may gain and certainly 
cannot lose much. If, however, you hold five or six 
cards in your suit, open it ; there is always a chance 
that your partner may hold sufficient length in the 
same suit to help you establish and bring it in. 

If your long suit contains but four cards headed 
by one honour, king, queen, or jack, with no other 
re-entry card in the hand, and you hold a good sup- 
porting short lead, like jack ten or nine (particularly 
if the make has been passed, and your short suit is 
a red one) the short opening admits of no criticism. 

If you hold a three or four card suit headed by 
ace, king, and queen, no matter the length in other 
suits, the opening lead should be from the ace king 
queen combination. With three cards of re-entry 
you can certainly afford to lead one of them to de- 
termine whether conditions justify the long suit 
lead. 

The dummy hand may discourage the lead of your 
long suit and make it advisable to try for your part- 
ner's suit instead. 



108 



ADVANCED BRIDGE 



UNBLOCKING 

To be able to use proper judgment in ridding your- 
self of cards that you fear may block your partner^s 
suit, you should thoroughly understand the leads^ 
and above all things, you should have perfect confi- 
dence that your partner has made the correct one. 
Kemember that a high card led against a ''no-trump'^ 
declaration indicates great strength or great lengthy 
and that you can rarely lose more than one trick by 
throwing your own high card on the one led by your 
partner; whereas a failure to unblock will often oc- 
casion the loss of several cards in your partner^s^ 
hand. If you hold four cards in the suit that your 
partner leads (provided of course the lead is high) 
save the lowest card, playing the third best to the 
first trick, and then play up. With five cards, play 
the fourth best to your partner^s high card lead, and 
then play up or down as the situation demands. 

With length in the suit that your partner leads, es- 
pecially as an original opening, it is often advisable 
to indicate your strength by playing first a high and 
then a lower card. This echo or signal encourages 
your partner to continue the suit. 

With three cards in your partner^s suit two of 
which are honours, the lower of the honours should 
be played to the first trick. By playing the lowest 
card of all you will invariably block the suit. 

With three cards including but one honour, the 



PLAY OF A ''XO-TRUMP'' HAND 



109 



middle card should be played to a high card lead^ 
and the honour should be thrown or played to the 
second lead. Be careful to return the highest card 
of your partner's suit^ as this will minimise loss 
from blocking and allow your partner to continue 
the suit without interruption. 

The following are given as examples of unblock- 
ing: 



Holding 


On Partner's 
Lead of 


Plat 


J 9 8 7 2 


K 


7 


J 8 5 3 


K 


5 


K Q 7 


A 


Q 


Q J 8 


K 


J 


K Q 5 


J 


Q 


Q 8 3 


K and A 


Q on A 



RETURNING PARTNER'S LEAD 

To return partner's lead, or to play for your own 
long suit ? At times you will find this a most diffi- 
cult question to decide. It can be stated that ordi- 
narily it is better play to return your partner's origi- 
nal lead, for rarely are two suits made against a 
^"^no-trump^^ declaration. In fact, it is hard enough 
to bring in one suit. ... It will assist you to set- 
tle this difficulty if you notice carefully the card led 
by your partner, and infer from it the length of his 
suit. You can often tell how many cards of that 



110 



ADYAXCED BRIDGE 



suit are in the dealer's hand. If^ for instance, your 
partner's lead indicates four cards and there are 
three cards of that suit in dummy and two cards in 
your own hand^ it is evident that the dealer must 
hold four, and the chances are, if the lead is re- 
turned, he will eventually be left with the master 
card. As it is, of course, your purpose to avoid mak- 
ing cards good for the adversary, should you hold a 
good suit under these circumstances and a sure re- 
entry card, abandon your partners lead by all means 
and play for your own hand. 

When dummy holds four cards in your partner's 
suit, hesitate to return the lead, if by so doing you 
may establish the suit for your opponent; but when 
dummy is weak in the suit, lead at the first opportu- 
nity, through the dealer's hand. Sometimes, if 
your own long suit is headed by ace and king, it is 
well to lead the king before returning your partner's 
lead. This should always be done if the queen is on 
the table, to make sure that your suit will eventually 
be led through dummy's queen. If you hold ace 
queen or ace queen jack over the king in dummy, you 
would naturally prefer that your partner lead the 
suit; but with a hand containing a sure re-entry 
card in another suit, particularly when you hold the 
commanding card of the adversaries' suit, do not 
wait for your partner to lead; establish the suit your- 
self. If, with no re-entry card, you intend playing 
for your own long suit, do not draw all the cards 
of your suit from your partner's hand. If your part- 



PLAY OF A XO-TRUMP'' HAXD 111 



ner has a card of your suit as well as a card of re- 
entry, your suit will make ; otherwise it is useless. 

With four cards or fewer of your partner^s suit, 
the highest card should always be returned. This 
is done in order that the suit may not be blocked, 
and also to show your partner what high cards are 
held by the dealer. When it is evident that you and 
your partner hold an entire suit with the same num- 
ber of cards in each hand, it is well to arrange the 
lead on the last round of the suit according to whether 
you would prefer to lead up to weakness or to have 
your partner lead through dummy's strength. 

With five cards of your partner's suit, especially 
if his lead indicates but four, it is very difficult to 
decide how the suit should be returned. If a low 
card is returned, it may lead your partner to believe 
that all the high cards are in the dealer's hand, and 
induce him to discontinue the suit. On the other 
hand, the return of a high card may block the suit 
so that you will be left with a card which may never 
make. Xo rule can be given for this situation. It 
must be left to the judgment of the player. 

HOLDING UP BY THE NON-DEALERS 

Holding up is a strategy resorted to at ^no-trump. 
The idea is to retain a high card until one hand is 
exhausted and cannot lead the suit to the opposite 
hand. Holding up does not often gain when the 
hand with the long suit contains an entry card ex- 
cept at such times as the dealer does not or cannot 



112 



ADVANCED BEIDGE 



overtake ; usually it is better play to take the trick 
and trust that your partner can eventually stop the 
suit. Do not hold up a high card if you can block the 
suit later, or if there is a possibility that your partner 
holds an honour in the suit. 

The following are examples of holding up : 

(The underlined card indicates the lead.) 




4 ^ 




In this case, dummy holds no entry card. The ace 
should not be played by B until the dealer has no 
card of the suit. 



B 



PLAY OF A KO-TRUXtP HA:N"D 



113 



If dummy holds no entry card^ B should not take 
the first trick. 




♦ 4 



B should pass both the queen and the knave. By 
passing the second tricky if the dealer fails to over- 
takC;, or if the dealer does not hold two re-entry 
cards, the suit cannot be made. 


























4lk 




Y has an entry card. B should refuse to win the 
trick, trusting that Z has no other card to lead. 



114 



ADYAXCED BRIDGE 




A should refuse to cover the honour. If he ^vait 
until the third rounds the suit is blocked. Z may 
have no re-entry card. 




In this case, the honour should be covered. If Z 
holds the ace, the suit is blocked. 




PLAY OF A ''XO-TRUMP^^ HAXD 115 

A should cover the ten led. It may establish the 
king and nine in B's hands. If Y has no card of re- 
entry B can then hold up. 



As Y has no other card to lead, B should refuse to 
part with the ace. Z cannot make the suit without 
two re-entry cards. 

TAKING OUT RE-ENTRY CARDS 

If you hold the commanding card of the adversa- 
ry's suit, endeavour to take out your opponent's rer 
entry before the suit is cleared. It is equally impor- 
tant that you take out this re-entry card if you know 
that your partner has the command of the adver- 
sary's suit. In extreme cases do not hesitate to sac- 
rifice a king or queen in order to accomplish this 
purpose. When the dealer attempts to make a card 
of re-entry for an established suit, hold up a higher 
card in order to frustrate his scheme of play. 



THE DISCARD 



This part of the game merits much more considei- 
ation than a cursory knowledge of Bridge would sug- 
gest. The ordinary Bridge player is confused by the 
many difficulties attendant on discarding^ and his 
cards are apt to be injudiciously thrown away. It 
would greatly simplify the discard if you were al- 
ways to throw away your lowest card or to follow 
some other hard-and-fast rule; but, unfortunately, 
the discard is so affected by the particular situation 
and by the previous play as to preclude the possibility 
of establishing such a rule. When you advise the be- 
ginner to throw away a high card instead of a two 
spot, the situation appears to him hopeless ; he fails 
to realise that at times high cards have little value, 
and, to obtain the lead, honours and even smaller 
cards must be properly protected. 

When opposed to the dealer, it should be your aim 
both to protect your hand and to give your part- 
ner information. As the eldest hand, your opening 
lead indicates strength or weakness ; any subsequent 
discard is simply the card that you can best spare, 
and is not intended to convey any definite informa- 
tion. As the original leader, it is important that you 
know your partner^s suit, and this information he 
should convey to you by a recognised system of dis- 

116 



THE DISCARD 117 



carding decided on before beginning the game. 
Thus the discard from the strength or from weak- 
ness refers only to the first card thrown away by the 
younger hand. 

There are three methods of discarding nsed by 
Bridge players, each having the same object — to 
protect the hand and to give information. 

1st. Strength both with a trump and at ^"^no- 
trump.^^ 

2d. Strength with a trump and weakness at 
^^no-trump.^^ 

3d. Weakness both with a trump and at ^^no- 
trump.^^ 

Some merit may be claimed for each ; but there is 
a wide difference of opinion regarding the relative 
values of these discards. In Whist, as well as in 
Bridge, there has always been more or less discussion 
on this point. It can, however, be stated that the 
foremost authorities on Whist have uniformly 
agreed that with strength declared against you, the 
best discard is from your strong suit. 

THE DISCARD AGAINST A DECLARED 
TRUMP 

The great majority of Bridge players use the 
strength discard against a trump declaration, and 
there is little doubt that this is sound. It is impera- 
tive that you protect honours in the weaker suits, 
for rarely will your long suit be brought in against 
the dealer. 



lis 



ADVAXCED BEIDGE 



The claim made by those who use the weak discard 
against a trump make is tliat it permits them to 
throw away a short suit, and thus eventually to es- 
talDlish a "ruii.*" AVhen a player is discarding from 
strength, this "'ruff" can be obtained with equal 
facility by the proper use of the reverse discard. 

Without a doubt the weak discard should be used 
on a spade declaration that has been doubled either 
by you or your partner. In this case, trump strength 
is probably with you. not against you. The same ar- 
gument cannot be used, however, on a doubled hearty 
diamond, or club, whereas spades may have been de- 
clared from weakness, the other declarations indicate 
trump strength. 

THE DISCARD AT "NO-TRUMP'' 

The writer has placed himself on record as being 
in favour of the straigth discard, and since doing so 
has seen nothing that would tend to change his views 
on this subject. 

A theory of good play may be so tmf ortimately 
worded as to convey a mistaken impression, and it is 
amusing to hear the various methods of discarding 
discussed by players of little experience ; not long 
since, a hand was published to illustrate the loss of 
one trick by discarding strength, when an ace is hrst 
lost by bad play, and the discard so palpably wrong 
as to instilt the partner's intelligence. 

To those who have not taken the time to analvse 



THE DISCARD 119 



hands thoroughly^ the discard of a card that may 
possibly make^ naturally seems the waste of a trick; 
but consider how seldom a suit^ not led originally, 
is brought in against a ^^no-trump^^ make ; remember 
that you do not expect to win on the adversary's 
make, but only hope to minimise your loss, and that 
often in trying to save all the cards of your long suit, 
honours in the weaker suits are unguarded which, if 
properly protected, would have 'won tricks. 

An objection that is raised to discarding from 
weakness at "no-trumps,^' is that one discard does not 
positively show your strong suit. In many hands, 
to be sure, your partner can obtain the information 
from the cards in dummy, but at times, when one 
suit has been led and another discarded, your part- 
ner is left in doubt as to the suit to lead, and a wrong 
guess may result in serious loss. 

Again, the discard from weakness may betray your 
partner^s hand, by giving information that will en- 
able the dealer to finesse successfully. The dealer 
is more likely to have strength in your weak, than in 
your strong suit. 

The discard from weakness is of no material help 
to your partner in discarding, as you may hold a high 
honour in your weak suit, while with the strength 
discard, your partner, when he is forced to protect 
his hand, does not fear to unguard honours in your 
suit. 

If you were to play a hundred deals of ^^no-trump'^ 
hands, making the first discard from the weak suitj 



120 



ADVANCED BRIDGE 



and then replay the hands making the first discard 
from strength^ the result would be overwhelmingly 
in favour of the strength discard. It is impossible 
to make the first discard from weakness uniformly 
without unguarding honours in the adversaries^ suits, 
and only the novice attempts to do so. 

To say that one should always make the discard 
from weakness or from strength is wrong both in 
theory and in practise. No hard-and-fast rule can 
be followed without loss. With confidence that an in- 
telligent partner will read your discards^ you can al- 
low common sense and reason to dictate the occasions 
to deviate from the rule. 

You should aim firsts to protect your hand; second, 
to give your partner information; and, third, to keep 
your long suit. In the majority of hands, it is imma- 
terial whether you discard from strength or from 
weakness, but in those which show a difference, the 
strength discard does not in any hand lose more than 
one trick, while the loss occasioned by the discard 
from weakness varies from one to four tricks in a 
hand. 

If you use the strength discard and find it advisa- 
ble in any particular hand to throw away your weak 
suit, you can always do so by using the reverse dis- 
card. This is also true when the weak discard is 
used, but, unfortunately, in the latter case, two 
cards from your strong suit must be thrown away. 

iSTo matter what system of discarding you may use, 
occasionally a trick will be lost, but after an analysis 



THE DISCARD 



121 



of over ten thousand deals the writer is of the firm 
opinion that the discard from strength at ^^no-trump^^ 
will lose less than the discard from weakness. 

HINTS ON DISCARDING 

If three suits have been led or shown, do not at- 
tempt to discard from strength. You question your 
partner^s intelligence. If your only four-card suit 
contains but one honour, do not indicate strength 
unless you are particularly desirous of having that 
suit led to you. 

When you have no suit that you are anxious to 
show, discard from the suit led originally by your 
partner, or even, when it is obviously established, 
from the adversary's suit. This implies that you 
have no strength to indicate, but you are protecting 
your hand. 

It is bad policy to discard all the cards of one suit, 
as it betrays any strength your partner may hold. 

As the younger hand, infer from your partner's 
discards what suit he is guarding. 

When the dealer can lead through a king in your 
hand, try to keep it twice guarded. 

It would be unwise to discard from an established 
suit if you hold a sure re-entry card; as all you re- 
quire is the lead, the best discard is from the suit 
containing the re-entry card. 

If you hold a tenace or strength in a suit over the 
dummy hand, it may be a better discard than your 
longest suit. 



122 



ADYAXCED BRIDGE 



When your partner has shown a four or five-card 
suit, don^t look to him for much further strength. 

Protect all four-card suits even if they are but to 
the nine or ten, and remember a jack or ten twice 
guarded will often block the dealer^s suit. 

Watch the dealer^s discards and protect the suit 
that he is saving. 

THE REVERSE DISCARD 

In discarding, the play of a high and then a lower 
card reverses the original meaning of the discard. 
If you adopt the strength discard, and wish to throw 
away your weak suit at ^^no-trump'* do so by discard- 
ing first a high and then a lower card. If you use the 
weak discard and wish to protect your weak suits, 
discard first a high and then a lower card from your 
strong suit. 

The reverse discard ma}^ be used when it is shown 
that two discards can be made. 

DISCARDING BY THE DEALER 

The discard offers fewer difficulties to the dealer 
whose two hands reveal the suit that should be pro- 
tected, and show the cards that can be conveniently 
spared. 

In a ^"^no-trump'^ hand it is especially necessary to 
guard all weak suits; not forgetting that a four-card 
suit to the ten will often block the opponent's lead. 

The second suit that they will open is often shown 



THE DISCARD 



123 



"by the adversary's discards; and thiS;, toO;, will aid 
you to prepare a proper defence. 

When you hold trump strength discard losing 
cards from one hand on winning ones in the other. 

At times it may be necessary to discard high cards 
to unblock a suit and to protect honours in another 
suit. 

In discarding endeavour to conceal both your 
weakness and your strength ; you may often mislead 
your opponents and tempt them to lead to your 
strong suit. 



THE DEALER^S PLAY 



The dealer^s play of the twenty-six cards is im- 
doubtedly the most interesting that Bridge offers; 
the skilful management and keen perception re- 
quired to combine the two hands against adversaries 
ready to take advantage of the slightest error^ make 
this part of the game correspondingly difficnlt. With 
no partner to mislead^ the dealer can use strategy 
to deceive the opponents^ while he gains the same 
information from each adversary's play as if he 
were the partner of both. His opportunities to draw 
inferences are almost innumerable^ and give him oc- 
casional openings to prepare clever pitfalls for the 
unwary adversary. 

The opening lead — Is it from a long suit or a 
short suit ? What honours are held by the original 
leader? What cards are placed by the third hand 
play? These are all questions that must be pre- 
mised by a thorough knowledge of the correct leads 
and third hand play. In addition^ the dealer must 
be familiar with the most advantageous play of the 
various combinations or cards^ must locate honours 
by his adversaries' discards and arrange the lead ac- 
cordingly ; must know how to unblock as well as how 
and where to make entry cards. A knowledge of 
trump management — to know when to lead and when 

124 



THE DEALEK^S PLAY 



125 



not to lead trumps — is no small part of the dealer^s 
requirements. 

A hand that is well and quietly played merits com- 
mendation, which partner and opponents seldom 
hesitate to bestow. 

COMBINING THE HANDS OF DEALER 
AND DUMMY 

As dealer, whether you are playing a trump or a 
^^no-trump^^ declaration, take a mental stock of the 
cards you hold early in the hand, and decide from 
which hand each combination should be led. 

Although at times it may be impossible to arrange 
the lead, it may be stated here that the advantages 
that accrue from the correct play of most combina- 
tions of cards, are obtained by invariably leading a 
suit from the weak to the strong hand ; in most cases 
the high card from the weak. 

The four most important combinations and those 
that are held most frequently are : 

A Q J 
A K J 
A J lO 
K J lO 

ACE, QUEENp JACK COMBINATION 

Perhaps with no one of these combinations can you 
so often gain tricks as by the correct play of ace 
queen jack. 



126 



ADYAXCED BRIDGE 



These cards may be held in four different ways. 



In One Hand. 


In the Other. 


A Q J 
A Q X 
A J X 
A X X 


XXX 
J X X 

Q X X 
Q J X 



With this combination either in a trump or in a 
^'^no-trnmp^^ hand endeavonr to catch the adversary's 
king by leading the highest card from yonr weak 
hand toward the ace; if the king is not played second 
in hand yon can lose nothing by taking the finesse; 
for when it is guarded in the fourth hand the king 
will win no matter how the cards are played. The 
advantage of leading the high card is that^ if you 
retain the lead^ you can again lead from the weak 
hand. 

Better results will^, of course^ be obtained if you 
hold ace queen jack ten^ or even ace queen jack nine 
in the two hands; otherwise the adversary, by cover- 
ing the honour led^ may eventually establish a ten 
or nine against you. 

If you hold ace^ queen^ and two or three small 
cards in one hand and jack and small cards in the 
other, the best play of the combination is to lead a 
low card up to the ace queen ; if the finesse is success- 
ful, the lead of the ace may capture a once-guarded 
king without establishing a ten or nine for the ad- 



THE dealer's play 



127 



versaries. But if pitted against weak players^ on 
account of their well-known dislike of sacrificing a 
high card^ the lead of the jack toward the ace queen 
is advisable. 

The number of cards in the suit will often in- 
fluence you in taking or not taking the finesse. With 
eight cards or fewer in the two hands, the finesse is 
practically obligatory. With nine cards in the two 
hands, the finesse should usually be taken. With ten 
cards in the two hands, it is largely a matter of luck. 
With ace queen and jack in one hand and small cards 
in the other there is a slight percentage in favour of 
the finesse. Otherwise try to gain information by 
leading the highest card toward the ace, and if it is 
not covered, play the ace on the chance of finding the 
king alone. 

If you do not hold the jack it is a losing play to 
lead a queen toward the ace. This is a common mis- 
take and should be carefully avoided. 

With ace, queen, ten and nine in the two hands, it 
cannot be considered altogether bad play to lead the 
queen toward the ace ; but if this is done it may be 
necessary to take a finesse on the second round. The 
adversaries' discards, however, will often show you 
how this combination should be played. 



ACE K IJM G J A C K COMBINATION 

This combination can be held in four different 
ways : 



128 



ADVANCED BRIDGE 



In One Hand. 


In the Other. 


A K J 
A K X 
A J X 
K J X 


XXX 
J X X 

K X X 
A X X 



With the first arrangement of this combination 
the lead should come from the weak hand and the 
jack should be played. In the second the jack may 
be led from the weak hand toward the ace king; al- 
though unless you also hold the ten, little can be 
gained by this play, for if the adversary covers the 
jack with the queen, as he should, the ten will be es- 
tablished against yon. In the two remaining cases 
a low card should be led up to the jack. 

With each of these combinations^ unless you hold 
nine cards or more in the combined hands, the finesse 
should be taken. 

With ace jack in one hand and the king in the 
other^ or with king jack in one hand and ace in the 
other^ unless you also hold the ten of the suit, do not 
lead the jack toward the ace : for if the adversary cov- 
ers the jack with the queen, the ten is established 
against you. 

If you hold nine cards in the two hands it is not 
sound play to finesse ; with but four cards against you 
the queen will probably fall in two rounds of the suit. 



THE dealer's play 



129^ 



ACE JACK TEN COMBINATION 

These cards may be held in four different ways : 



In One Hand. 


In the Other. 


A J lO 
A J X 
A lO X 
A X X 


XXX 

lO X X 

J X X 

J lO X 



As there are two high cards against this combina- 
tion, you must take a double finesse. The play is 
similar to that given for the previous combinations. 
Lead the high card from the weak hand, and, unless 
it is covered, pass the trick ; then wait until the suit 
can again be led from the weak hand, and take a 
second finesse. 

KING JACK TEN COMBINATION 

There are three ways in which these cards may be 
held: 



In One Hand. 


In the Other. 


K J ID 
K J X 
K X X 


XXX 

ID X X 
J lO X 



130 



ADTAXCED BKIDGE 



In each of these cases the plav is practically the 
same; lead the highest card from the weak hand and 
finesse. If by the finesse yon succeed in forcing the 
ace, wait until the suit can be led through the qneen. 

If you hold this combination with nine or more 
cards of the suit, it is often difficult to determine 
whether a finesse should or should not be taken; if 
you play the king and it wins the first trick, you 
may drop both ace and queen on the next lead. 

MISCELLANEOUS COMBINATIONS 

If you hold a sequence of three high cards in the 
combined hands, while, of course, it is better form to 
lead from the weak hand, it makes but little differ- 
ence from which hand the suit is led. Therefore, if 
you cannot conveniently place the lead, do not hesi- 
tate to lead from the strong hand. Should you, 
however, hold a sequence of two high cards in one 
hand with small cards in the other, for instance : 



In One hand. 


In the Other. 


K Q X 
Q J X 


XXX 
XXX 



it is always advisable to lead from the weak hand. 
Should the queen win in the first combination, wait 
until you can again lead the suit from the weak hand. 



THE dealer's plat 



131 



COMBIXATIOXS TO BE AVOIDED. 



In One Hand 


In the Other. 


Q X X 

J X X 

Q X X 

J X X 
J X X 

K X X 


A X X 
A X X 
K X X 
K X X 
Q X X 

XXX 



A suit containing a single honour or one with a 
single honour in each hand should be avoided. 
There is a difference of one or two tricks in each of 
these combinations dependent on whether you or the 
adversaries open the suit. When it is an advantage 
to have a suit led by the opponents, endeavour, by 
throwing the lead, to force your adversaries to lead, 
the suit to you. 

ARRANGING THE LEAD 

Assuming that you understand how to play the 
various combinations of cards, it becomes necessary, 
as soon as the opening lead has been made, to plan a 
well-defined scheme of play. 

Do not hesitate to pause a few moments to study 
thoroughly the two hands, so that you can play 
quickly and intelligently. Be assured that when 
you play a hand with a vague, uncertain feeling, you 



132 



ADVANCED BRIDGE 



are playing it badly. Many a hand is ruined by care- 
less and hasty play to the first trick. 

In a ^^no-trump hand^^ this first trick is often of 
great importance. Before you touch a card in the 
dummy decide for which suit you wish to play^ from 
which hand it should be led, and in which hand you 
need an entry card. 

In mapping out your play of a trump hand, try 
first to infer whether the lead is from a long or a 
short suit; then decide whether or not you should 
lead trumps, and if so, from which hand you should 
lead them; and looking ahead still further, place an 
advantageous lead for your long suit. 

FINESSING 

It has already been stated that with certain com- 
binations in the two hands, you should finesse, and 
that you can do so, unless you hold great length 
in the suit with but small chance of loss. When a 
finesse goes against you, it is due to an unfortunate 
distribution of the cards and not, as one is apt to 
feel, to your own bad play. However, the subject of 
finessing, in common with all other parts of Bridge, 
requires a knowledge of the particular situation, and 
there are many occasions when it is unwise to finesse. 

It would be bad play to finesse deeply in trumps 
when it is evident that your adversaries can '^^ruff^^ a 
suit, or that a " cross-ruff is imminent. It may 
be important that you have two, or even three 



THE dealer's play 



133 



rounds of trumps. The finesse may gain one trick, 
whereas if it goes against yon, and the adversaries 
"^^rnff'' yonr good cards, yon may lose several tricks. 

In a ^*no-trumper/^ if yonr opponent has an es- 
tablished suit, be careful not to take a finesse, which, 
if it loses, will afford the adversary an opportunity 
to make his established suit. It is much better play 
to finesse against this player, especially if you know 
that the other adversary has no card of his partner's 
suit. 

As dealer, you should be careful about taking a 
finesse, which, if it loses, will block your suit, and 
allow your adversary to take out your card of re- 
entry. 

If you hold a guarded honour in the suit originally 
led by the adversary, do not take a finesse, which, if 
it loses, will allow your right-hand adversary to lead 
through this honour. The entire suit may be made 
against you. 

If you hold the king of a suit once or twice guard- 
ed in one hand, and only small cards of that suit in 
the other, do not take a finesse, which may allow the 
adversary to lead through this king. 

If you have a strong hand and a weak dummy you 
would, of course, prefer that the lead come up to 
you. Therefore, take your finesse, so that if it loses, 
you will have, at least, this advantage. 

With ace, king, and jack in one suit, and especial- 
ly if these cards are all in one hand, it is often good 
play to take one round of the suit before attempting 



ADYA^s"CED BRIDGE 



a finesse. The fall of the cards may help to locate 
the queen. 

When yon hold eight cards to the ace, king, and 
jack in the two hands, the adversary's queen is fre- 
quently unguarded. Finessing then becomes a ques- 
tion of the score and of the possible loss that an un- 
successful finesse would entail. You should risk the 
loss of a trick in order to win the game, provided the 
loss of a trick does not lose the game. If the game 
cannot be won, and it is merely a question of win- 
ning or not winning the odd trick, do not finesse. 
That one trick may prevent the adversaries from 
winning the game on the next deal. 

THE FINESSE OBLIGATORY 

This is an arbitrary finesse, which is often forced 
upon you, when, unless the cards of a suit are in a 
certain position, there is no possibility of winning. 
Perhaps the best way of defining the finesse obliga- 
tory is to give an example showing the position as it 
most frequently occurs 




















































4 


4 


4 4 



THE dealer's play 



135 



"Ta^ is the dealer, and leads a low card to the 
king in dummy, which wins the first trick. The suit 
is returned, the ace being marked with "K,^^ If ^^A'^ 
holds both ace and knave, no matter how the dealer 
plays, "A^^ must win two tricks. Unless the knave is 
in "B^s^^ hand, and "^^A^^ holds the singleton ace, the 
adversary must win two tricks. The dealer should, 
therefore, play his lowest card, not the queen. 

WATCHING THEDfSCARDS IN 
ORDER TO LOCATE FINESSES 

The amount of information to be gained from the 
adversary's discards is apt to be underestimated. 
Careful notice of the discards, particularly in a ^'no- 
trump'' hand, will often help you to locate honours 
and to determine where a finesse should be taken; 
moreover, it will simplify the end play, show you 
chances to throw the lead, and give you opportunities 
to force the opponents to lead up to your hand. 

If the king of your long suit is against you and 
on the wrong side, it will probably make, but this is 
not true of the queen. If you hold in the two hands 
ace king, jack or ace king jack, ten of a suit, unless 
you can place the queen, you are compelled to guess 
where to take the finesse. If, however, you can ad- 
vantageously lead another suit try to force the ad- 
versaries to discard, one will undoubtedly protect the 
queen of your suit, and the other, not knowing per- 
haps that you are trying to gain information, will 



136 



ADVANCED BEIDGE 



probably discard from his weak suit ; the discard thus 
enabling you to finesse successfully. 

This information can often be similarly obtained 
in a trump hand by leading an extra round of trumps. 
If^ however^ you are forced to lead the suit without 
any knowledge of the situation^ lead a card which 
will tempt your adversary to cover; for instance^ 
holding ace x x in dummy with king jack ten in 
your own hand^ lead the jack. If the jack is not cov- 
ered^ it is often good play to take the first trick with 
the ace, and, on returning the lead, to play the ten. 
As the jack was not covered you infer that the queen 
is held by the other adversary. 

If you have no finesse in your suit, it often pays to 
give the adversaries a chance to make a finesse possi- 
ble for you. For instance, with A x x in dummy and 
K 10 9 in your own hand, unless both queen and jack 
are unguarded, or unless you can tempt them to play 
badly, the adversaries must make one trick in the 
suit. The play is to lead the ten, for if it is covered, 
either with jack or queen, you have the advantage of 
a finesse on your return of the suit. 

SECOND HAND PLAYS 

Showing the play of the different combinations be- 
tween dealer and dummy. In each case a small card 
is l^d and the second hand is the hand that is led 
through : 



THE dealer's plat 



137 



2d 


Hand. 


4th Hand. 


Flay. 


A 


K 


X 


J 


X 


X 


K, or Low 


A 


K 


X 


1 \J 


X 


X 


K (T) Low (n t) 


A 


Q 


X 


J 


X 


X 


Low 


A 


Q 


X 


1 U 


X 


X 


Low 


A 


Q 


X 


X 


X 


X 


Queen (t) Low (nt) 


A 


J 


X 




X 


X 


Low 


A 


lO 


X 


J 


X 


X 


Low 


A 


X 


X 




X 


X 


Low 


K 


Q 


X 


X 


X 


X 


Queen 


K 


J 


X 




X 


X 


Low 


K 


J 




X 


X 


X 


Jack (t) King (n t) 


K 


J 




A 

A 


X 


X 


Jack 


K 


J 


X 


1 r\ 
lO 


X 


X 


Low 


K 


lO 


X 


J 


X 


X 


Low 


K 


X 


X 




X 




Low 


K 


X 




X 


X 




Low (t) King" (n t) 


K 


X 




I 
J 


X 


X 


Low 


K 


X 




o 


X 


X 


Low (T) King (N T) 


K 


X 




r\ 

yj. 


1 yJ 


X 


Low 


K 


X 




A 


I ri 

1 


X 


Low 


K 


X 




A 

Pi. 


J 


X 


Low 


Q 


J 


X 


X 


X 


X 


Jack 


Q 


J 


X 


A 


X 


X 


J ack 


Q 


lO 


X 


A 


X 


X 


Low 


Q 


X 


X 


K 


X 


X 


Low 


Q 


X 


X 


X 


X 


X 


Low 


Q 


X 




A 


X 


X 


Queen 


Q 


X 




A 


lO 


X 


Low 


Q 


X 




A 


J 


X 


Low 


Q 


X 




K 


X 


X 


Low (T) Queen (nt) 



(t) with a declared trump. 
(n t) at no trump. 



138 



ADVANCED BRIDGE 



2d Hand. 


4th Hand, 


Play. 


Q X 


J 


X 


X 


Low 


Q X 


X 


X 


X 


Queen 


J lO X 


A 


i\. 


X 


Ten 


J lO X 


A 

Pi. 


X 


X 


Ten 


J lO X 


1^ 

rv 


X 


X 


Ten 


J X 


rS. 


I o 
1 \J 


X 


Low 


J X 


K 


X 


X 


Jack 


J X 


Q 


X 


X 


Low 


J X 


A 


K 


X 


Jack 


J X 


A 


Q 


X 


Low 


lO X 


A 


K 


X 


Ten i 


lO X 


A 


Q 


X 


Ten 


lO X 


A 


J 


X 


Low 



MANAGEMENT OF TRUMPS BY 
THE DEALER 

The surest test of a player^s skill is the ability 
he displays in handling trumps. Habits that are 
wrong in theory are frequently formed^ and errors in 
judgment are common in the trump management. 
The difficulties are as numerous as the combinations 
are varied. Only general rules can be given^ and the 
constantly changing situations must be met by the 
skill and originality of the player. 

WHEN TO LEAD TRUMPS 

One of the first points for the dealer^s considera- 
tion is the advisability of the trump lead. As he usu- 
ally holds the balance of trump strength in the com- 
bined hands, generally speaking the dealer should 
lead trumps. 

A common excuse for avoiding the trump lead is 
that the hands contain no long suit; if this is true, 
why not try to establish your trump suit? If you 
hold five trumps in one hand, the chances are that 
three rouiids will leave you with two long trumps 
and the adversaries powerless to "ruff^^ any. high 
card you may hold; by refusing to lead trumps you 
may enable the opponents to ^^over-ruff'^ your strong 

139 



140 



ADVANCED BEIDGE 



hand and make their trumps separately. It may be 
to your advantage to have the other suits led by the 
adversaries and your trump lead will often force 
them to do this. 

At times you will have the choice of two ways of 
playing the hand. One^ to trump losing cards in 
your weak hand; the other to exhaust trumps and 
discard your losing cards on the commanding cards 
of a long suit. If your trumps are strong and your 
long suit established^ the trump lead is preferable. 
With an established suit and high trumps against 
you^ postpone the trump lead until you have allowed 
your weak hand to ^^ruff'' the losing cards. 

However, with five trumps in the strong and four 
in the weak hand, as you will probably exhaust 
trumps in two rounds, it is safer to lead the trumps 
first. You can then ^^rufi'^ in your weak hand with- 
out danger of being ^^over-ruffed.*' 

If you hold seven or more trumps in the com- 
bined hands, do not make the fact that your strong 
hand has been forced an excuse for not leading 
trumps. If you are protected in the adversaries^ 
suit and can lead the trumps advantageously from 
the weak to the strong hand, always lead them. 

To lead trumps with this number is the rule, not 
the exception, but occasionally when they cannot be 
led from the weak hand it is better to make as many 
trumps as possible by ^^ruffing.^^ 



maxaCte:mext of teumps by dealer 141 



WHEN NOT TO LEAD TRUMPS 

Perhaps the simplest rule that can be given is. do 
not lead trumps when there is a short side suit in the 
weak trump hand. You will obviously gain by 
trumping losing cards in the weak hand. 

As it often requires two rounds to exhaust the 
short suit in the weak hand, try not to show your in- 
tention too clearly, or the adversaries will circumvent 
your scheme of ^^ruflfing*' by a trump lead. Eemem- 
ber^ also, that you cannot obtain the ^^ruff^^ unless 
you hold, or can make, an entry card in your strong 
hand. 

When your combined hands contain fewer than 
seven trumps, the balance of strength is with the 
adversaries, and, in this case, unless your trumps or 
side suits are exceptionally strong, avoid the trump 
lead. 

With but six trumps and an established suit 
against you, it would be dangerous to lead trumps. 
One adversary must hold at least four trumps, and it 
may be that all the remaining trumps are in one 
hand. The trump lead would only help the adver- 
saries to make their suit. 

When the commanding trump is against you, en- 
deavour to discard your losing suit cards from one 
hand on winning ones in the other before you give 
up the lead. 



U2 



UNBLOCKING THE TRUMP SUIT 

As dealer, be careful to lead your trumps in such 
a manner that you will not find it impossible to con- 
tinue the lead. The simplest method of unblocking 
the trump suit is to lead or play the high trumps 
from the shorter hand. 

Occasionally to avoid blocking the suit, it will be 
necessary to ^^ruff*^ with a high instead of a lower 
trump. For instance, with ace and ten of trumps in 
dummy and king, queen, jack, nine and eight in your 
own hand, if you ''ruS'' with dummy's ten. you will 
block the trump suit: even a temporary discontin- 
uance of the trump lead may result in loss. 

When you lead the queen toward the ace. holding 
the aee^ jack, ten, nine, seven in one hand and queen, 
eight, four in the other, you must provide for the 
possible necessity for leading three times through 
the king by playing the nine of trumps on the queen 
lead. A careless play of the seven may make it ini^ 
possible to capture the adversary's king. 

NOT FORCING YOUR STRONG TRUMP 

A M D 

The greatest weakness and the most expensive 
fault in the beginners game is his predilection for 
trumping in the strong trump hand. When trumps 
are hopelessly against you, it may be necessary to 
make what you can by ruffing, but with the advan- 



MAis'AGEME^^T OF TRUMPS BY DEALER 143 



tage of the make^, you are seldom compelled to play 
a defensive game. When you needlessly force your 
strong hand to trump^ you reduce your power to ex- 
haust the adversaries' trumps, to establish your suit, 
and to be left with the last trump — which is, par 
excellence, the dealer's game. 

To trump in the weak hand is always advisable, nor 
can any objection be raised to a "cross-ruff,'^ but 
force your strong hand only as a last resource. 

If you hold the losing one of two remaining 
trumps, try to force the winning trump from the ad- 
versary's hand; to force your own hand instead will 
materially prejudice your chance of making a suit. 

LEADING TRUMPS TO PREVENT A 
RUFF 

When it is apparent that one adversary can "ruff'^ a 
suit, or when a "cross-ruff" is imminent, it is import- 
ant that you guard against such a contingency by at 
least two rounds of trumps. Of course, if you hold the 
commanding trump, this presents no difficulties; 
but, when the winning trump is with the adversary, 
you should try to tempt him to hold it up second in 
hand by refraining from a high card lead. For in- 
stance, with queen and seven of trumps in one hand 
and king jack ten nine eight in the other, lead the 
seven instead of the queen. 

If your trumps are in sequence you can often ob- 
tain two rounds by leading the lowest of your se- 
quence rather than the highest card. 



144 



ADYAXCED BKIDGE 



WHEN TO DRAW THE REMAINING 
TRUMPS 

When you are left with but one remaining trump, 
and that the commanding one^ usually lead it to draw 
the losing trumps. 

AYhen there are but two other remaining trumps, 
trust that your trump lead will find them divided. 
If you have reason to know that both are in one hand, 
one must of course make; but lead the command- 
ing trump, so that hut one can- make. 

With the best trump in your hand and one against 
you, it is only in critical situations that you should 
refrain from drawing the losing trump. For in- 
stance, when the adversaries hold an established suit 
and the commanding card of your suit, it is a better 
play to clear your suit and then refuse a force until 
the adversary who holds the remaining trump can- 
not lead his partner^s suit. Take care, however, to 
accept the force at the right time, for a delay in 
trumping may allow the adversary to discard a losing 
card of your suit. 

DISCONTINUING THE LEAD OF 
TRUMPS 

There are many positions difficult to define when 
it is advisable to discontinue the trump lead. An ob- 
vious case is when the commanding trump is against 
you and the lead would entail your loss of two 



MANAGEMENT OF TRUMPS BY DEALER 145 



trumps for one card^ which the adversary must make 
in any case. The best play is to force the adversary 
to "ruff^^ with the high trump^ for then your trumps 
may make separately. 

When you hold but two trumps with two against 
you, be careful about taking the third round of 
trumps w^hen your adversaries hold an established 
suit ; if the trumps are divided no doubt the lead will 
save a trick ; but you risk finding both trumps in one 
hand, in which case the adversary will draw or force 
your remaining trump and make his suit. The 
trump lead cannot win more than one trick and it 
may lose several. 

With three remaining trumps, if your suit is es- 
tablished, the third round should always be taken. 
Should you find after one or two rounds that the 
trumps are banked in one hand against you, it is, as a 
rule, better to force the opponent's hand than to 
continue the trump lead. This gives you the long 
trump, which is no inconsiderable advantage. 

The adversaries' high trumps are sometimes placed 
after one round, so that it may be advisable to dis- 
continue the trump lead temporarily until you can 
lead to better advantage from the weaker hand. 

When you hold the commanding card of each side 
suit and do not wish the lead of your long suit to be 
interrupted, it is good play to lead the losing trump. 
If, however, you are not in a position to win any card 
the adversary may lead, it is better play to force the 
commanding trump. 



146 



ADVANCED BRIDGE 



WHENTOTRUMP 

If the adversary attempts to force your strong 
hand, it is usually advisable to accept the force. Only 
in rare cases does it pay to allow the opponent to 
continue the lead of his established suit. 

At times you can afford to give the adversary one 
trick, knowing that, on the next lead, your weak 
hand can take the "ruff.^^ 

With two trumps against you it is often good play 
to discard rather than to ^^ruff^^ with the command- 
ing trump. But to gain by your play, you should 
hold a certain entry card in the suit that the adver- 
sary must lead. 

With one trump against you, do not use your one 
remaining trump until the leader^s partner is ex- 
hausted in the leader^s suit. 

If the adversary leads a suit which you can trump 
in either hand, the ^^ruff^^ should invariably be taken 
in the weak hand, and a discard made in the strong 
one. 

You are sometimes in a position to know that if 
you trump, your adversary will over-trump. When 
the best card is led, it is usually good play to trump 
immediately and if possible with a card which will 
not unguard an honour in your own hand, but will 
force a high card from the opponent. If a suit is led, 
of which you hold the commanding card in the oppo- 
site hand, your best defence is to take a discard. 



MA5^"AGEME]SrT OF TRUMPS BY DEALER 147 



which will prevent the adversary from making a high 
card later in the hand. If you can make no advanta- 
geous discard^ your best play is to trump^ especially 
if the trumps in your combined hands are in se- 
quence, for, if the adversary wins the trick, his high 
trump will probably make in any case. 

OVERTRUMPING 

It is only the experienced player who can resist 
the temptation to over-trump. The beginner jumps 
at every trick without realising that he can often 
gain by waiting. Over-trump when you hand is weak 
and your trumps low; but, if over-trumping takes 
out your only high card in the trump suit, especially 
if it is the commanding trump, it is nearly always 
better to discard. Your winning trump is bound to 
make, and it is better play to throw away a suit that 
you can ruff later with one of your small trumps. . 

Frequently by over-trumping you make it easy for 
the adversary to draw your remaining trumps, which, 
had you not weakened your hand, he would be pow- 
erless to do. For instance, where you hold the best 
and the fourth best trump, with the second and third 
best in your adversary's hand, should you over- 
trump, your adversary will, of course, be in a posi- 
tion to catch your smaller trump, while by refusing 
the trick you retain the extra trump and are enabled 
to draw the adversary's last trump. 



148 



ADVA^^^CED BRIDGE 



RE-ENTRY CARDS 

It is of little use to establish a suit unless it is 
possible to get the lead in the hand that contains it ; 
therefore^ the reservation of a re-entry 6ard in the 
hand that has the long suit is of great importance. 
A preferable re-entry is^ of course, the last trump or 
trumps. 

Arranging the trump lead so that the last round 
will be taken in the desired hand is often a necessary 
precaution. 

After the adversaries^ trumps are exhausted, you 
may be compelled to place the lead in the opposite 
hand by an extra round of trumps, and often it is 
necessary to trump with a high card, saving the low 
trump to lead to the opposite hand. 

It not infrequently happens that in order to get 
the lead in the opposite hand, you are forced to 
trump your own commanding card. 

FORCING DISCARDS 

Should you find as dealer that you have a losing 
card and a number of winning trumps, always lead 
the trumps to give the adversaries a chance to make 
an error in discarding. 

If the adversary holds the ace, dummy the king, 
and you a singleton of a suit, your hand otherwise 
consisting of long trumps and established cards, by 
first leading the singleton you may tempt the second 
hand adversary to hold up the ace; while if you 



MAKAGEMENT OF TRUMPS BY DEALER 149 



lead the established cards, the adversaries can count 
your hand and will make no such mistake. 

Whenever you hold but six or seven cards of a suit 
in the combined hands, endeavour to make your ad- 
versaries discard before you indicate any strength. 
You will find that many times the discards will 
necessarily benefit your hand. 

With two or three remaining trumps in your hand, 
you should lead at least two rounds of trumps be- 
fore opening the suit of which you have but six cards. 
An example of the situation is given below : 




In this ease hearts are trumps. The dealer is left 
with the two remaining trumps, and holds in hi§ 



150 



ADVA^^^CED BKIDGE 



combined hands but six clubs. Should the clubs be 
led before the trump suit^ the adversaries would be 
left with the commanding club. The dealer should 
play his two trumps to force discards from his oppo- 
nents^ hands before he opens the club suit. 

With four or five long trumps, when but one other 
suit has been opened, you will almost invariably gain 
tricks by forcing the adversaries to discard. Any 
error they may make in selecting the suit to protect 
may enable you to take tricks with cards that would 
otherwise be valueless. 

THROWING THE LEAD 

The disadvantage of the lead is at times most ap- 
parent, and you can often gain by forcing your ad- 
versary to lead a suit which you cannot well afford 
to open. 

When there are tricks that the adversaries must 
win, try to make this necessity a benefit to your 
hand. 

Occasions for throwing the lead arise most fre- 
quently in the end play; there are the nice situations 
where you gain the advantage of position by leading 
a losing trump or suit card. 

However, situations where it is advisable to throw 
the lead are so frequent and varied in occurrence 
throughout the entire play that the subject can only 
be treated in a general way. Perhaps covered by one 
suggestion; when you cannot lead a suit advanta- 
geously, try to force the adversary to lead it to you. 



THE DEALER'S PLAY OF A ''NO- 
TRUMP*' DECLARATION 

As soon as the hand has been opened^ make a 
comprehensive examination to determine the possi- 
bilities of your combined hands. Are yon strong 
enough to win the game? Can yon win the odd 
trick ? Shall you be able to save the game ? 

With no other possibility in the hand^ make a de- 
termined effort to save the game. If you are weak in 
one suit and hold the command of the suit that is 
opened, your danger may lie in allowing the adver- 
saries to retain the lead. 

When you hold an established suit, you cannot but 
gain by forcing the opponents to discard; they may 
unguard honours in their weaker suits or give you 
information that will locate high cards. 

Do not forget that your strength is in your long 
suit, and that you are often dependent on your other 
high cards to establish this suit. To the mind of the 
novice, the loss of the lead is a calamity, and he will 
often lead all his high cards, leaving the command of 
his own suit, as well as of the others, with the ad- 
versaries. 

Remember that it requires no skill to make aces 
and kings, and that your goal in a ^^no-trump^^ hand 

151 



152 



ADVAN^CED BRIDGE 



must be the establishment of the small cards of your 
long suit. 

With fair possibilities in the hand^ ascertain before 
you play a card from dummy^ first: which is your 
longest suit; second, how can it be most advanta- 
geously led; and, third, in which hand there is the 
greater need of an entry card. 

CHOICE OF SUITS 

There is no rule so necessary to good play as that 
of retaining the control of the shorter suits and play- 
ing to establish the longest suit in the combined 
hands. Do not let the fact that your long suit con- 
tains but a few high cards discourage you — the lead 
can entail but small loss as the commanding cards 
would probably make in any case. 

When, as frequently happens, your combined hands 
contain two suits of equal length, make a careful 
selection of the suit to be played for. 

When the ace of one suit and the king or the queen 
of the other are against you, play for the suit of 
which the adversary holds the ace. The ace must 
win, while the fuller information that comes later in 
the hand may enable you to catch the king or queen 
by a finesse. Then you can better afford to discard 
from a suit headed by the ace than from a suit in 
which an honour must be protected. Moreover, you 
deprive the adversary of a sure re-entry card. 

With two suits of equal length, be careful not to 



PLAY OF A ''KO-TRUMP''^ DECLARATION" 153 



play for one in a hand that contains no re-entry 
card. 

When you hold two suits of equal lengthy it is usu- 
ally wise to play for the suit that is exposed on the 
table and conceal the strength in your own hand. 
In other words^ don^t give the adversaries unneces- 
sary information. 

In choosing between two suits select the one that 
will gain you the greater number of tricks. For 
instance, when you hold two eight-card suits, one di- 
vided five and three and the other four and four, 
there are clearly more tricks to be made in the 
former. 

Be cautious about playing for a suit of no more 
than seven cards, for you will often find the remain- 
ing cards most unequally divided. When you hold 
but six cards in the combined hands the balance of 
strength is with the adversaries, one of whom must 
hold at least four cards. Try to force your oppo- 
nents to discard before you indicate strength in six- 
or seven-card suits. 

With two entire suits against you, you cannot af- 
ford to lose the lead. Make what tricks you need to 
save the game and pin your hope on successful 
finesses. 

With but one suit against you, do not fear to es- 
tablish your long suit. It is not so dangerous to 
give up the lead when you hold a protection in the 
suit led originally. The adversary, not knowing 
your weakness, will probably return the original lead. 



154 



ADVANCED BRIDGE 



KEEPING THE C IVI M A N D I ISl G CARD 
OF THE ADVERSARIES' SUIT 

As a general rule, do not part with the command 
of the adversaries^ suit until one adversary is ex- 
hausted in the suit, and therefore unable to return 
his partner^s lead; unless the original leader has a 
sure card of entry you may be able to prevent this 
player from getting into the lead. Usually do not 
refuse to take a trick with a king or queen when the 
higher card or cards have not been played. The ad- 
versaries may lead through and capture a single 
guarded honour. 

If you find that there is another entire suit against 
you, it pays to take the first lead and make what 
tricks you can in the two remaining suits. Even in 
some rare cases, the play of a well-guarded king in 
dummy is the one chance to make or save the game. 

Sometimes the cards of your long suit will be so 
unfortunately placed that the continued lead would 
establish it for the adversaries. In this situation, 
keep the command of that suit, and make a bid for 
better luck in establishing another. 

Unless there is no possibility of losing the game, 
do not hesitate to take the first lead whenever you 
are assured of a sufficient number of tricks to win 
the game. 

Often by taking the first trick you promote the 
value of another card in your own hand or in dummy. 
In other words, you temporarily give up the control, 



PLAY OF A ''XO-TRUMP *' DECLARATIOX 



155 



with the knowledge that you will eventually hold 
the master card of the opponents^ suit. 




Y 

A B 
Z 



4 4> 



Y 

A B 
Z 



It t 



In these cases, by taking an honour led or played, 
the dealer can eventually stop the adversaries^ suit. 

At times, if you take the first trick, the suit will be 
protected, provided it is not led by your right- 
hand adversary. 



ADYAXCED BRIDGE 



4 



Y 

A B 
Z 



^ 4 



4 4 



In these two cases^ if an honour is led^ the first 
trick should be passed. If a low card is led and an 
honour played, the first trick should be taken. 
Otherwise the opponent may immediately lead 
through your hand. 

Holding the king, queen, and a small card of the 
adversaries^ suit, you are assured of at least one 
trick, with the possibility of two, but remember, if 
you take the first trick, your hand may be led 
through; it is often safer to win the third round 
than the first. 




4 . 4 



4 ♦ 



PLAY OF A XO-TRrMP *' DECLARATION 157 




Should you win the first trick in any one of these 
eases, endeavour to prevent your right-hand adver- 
sary from obtaining the lead. 

When the adversaries can take two tricks in your 
long suit, it is better to win the first and third than 
the first and second tricks in their suit. 




In this case a low card is led, and you can win the 
first trick with the queen. By doing this you are 



158 



ADYAKCED BRIDGE 



forced to take the first and second rounds. If yon 
take the first trick with the ace^ your qneen will be 
sacrificed to the king^ but your jack controls the 
third round. 

Unless there is another suit against you, it is safer 
to win the second and third tricks of the adversaries^ 
suit than the first and third. 




Y 

A B 
Z 



Should you wait to win the second trick with the 
ace, there is a chance that your right-hand adversary 
will be exhausted in the suit, and unless the original 
leader has two cards of re-entry his suit cannot be 
made. 

RE-ENTRY CARDS 

Clear your long suit before you take out your card 
of re-entry is a simple rule that is often violated. 
When you have made the "no-trump^^ declaration, 
any possible re-entry in the dummy hand should be 




PLAY OF A ^'NO-TKUMP'^ DECLARATION" 159 



used to bring in a suit or to lead a suit advanta- 
geously from the weak hand. In fact, much of the 
success of a '^^no-trump^^ hand depends on the deal- 
ers^ skill in saving and making re-entries in the 
weaker hand. 

A re-entry may be an ace or a three. It may be the 
master card of your long suit or a guarded honour in 
the adversaries^ suit. 

When you can win the original lead in either hand, 
consider well the question of re-entries before you 
touch one of dummy^s cards. 

Save all possible re-entry cards, remembering that 
often in order to gain any material advantage from a 
finesse you must be in a position to lead twice from 
the weak hand. 

For instance, holding any one of the following 
combinations : 




In order to make an entry card in the suit led orig- 



160 



ADVAXCED BRIDGE 



inallv, it may occasionally be necessary to overtake 
a card played by the dummy. 

When your long suit is blocked, try to establish 
an entry card before yon make the sitnation clear to 
the opponents. Otherwise they will not allow you to 
enter and make your suit. 

If you hold four cards of a suit in each hand, it 
may be possible to obtain the lead twice in one hand. 
For instance^ holding 































4 




If you lead the deuce and play the king, you have 
deprived dummy of the only entry card in the suit. 
If^ however^ you lead the eighty dummy's seven will 
probably be the master card on the fourth round. 
Such a re-entry is often of great assistance in open- 
ing the next suit. 

When you hold a nine-card suit divided five and 
four, it may be necessar}^ to use both the third and 
fourth rounds of the suits as re-entries to lead an- 
other suit advantageously. This is a chance for 



PLAY OF A ''XO-TRUMP'^ DECLARATIOX IGl 



good play that is often overlooked in the pleasure of 
making a long suit. 



4 



lJ 



When dummy's re-entry is a guarded king or 
queen^ and you have no means of knowing the posi- 
tion of the ace^ try to establish this re-entry by sacri- 
ficing a high card from your own hand. 





4 4 




In both of the examples given abovej^ the dealer 
to make a re-entry card for the dummy should sac- 
rifice a hiofh card from his hand. M 



162 



ADVANCED BRIDGE 



UNBLOCKING 



There is frequent necessity in the dealer^s play 
for ridding one hand of high cards in order not to 
interrupt the lead of smaller cards from the other 
hand. It is well to look ahead and prepare for this 
contingency, for often in the middle of a hand you 
will quite unexpectedly find that unblocking will en- 
able you to make small cards that the adversaries have 
made good by reckless discarding. 

When you hold more cards of a suit in one hand 
than in the other, you can invariably prevent block- 
ing, if you lead or play the high cards from the short- 
er hand. At times a suit may be unblocked by dis- 
carding the winning card or cards from one hand, 
but the first rule covers the majority of cases where 
there is necessity for unblocking. 



Y 

A B 



PLAY OF A 2^"0-TRUMP'^ DECLARATION 163 



Y 

B 

Z 



































4 



In both of the above examples the dealer^ holding 
nine cards of a suit in the combined hands^ hopes to 
catch the queen by leading the ace and king. 
Blocking in these cases can be avoided by retaining 
the lowest card in the dummy hand. 

When you hold but one re-entry card^ be careful 
not to take a finesse, which will block your suit. 






































♦ 




ADVANCED BRIDGE 



■mi 







A 

















Y 


A 


B 

Z 






A 4^ 




A 

lA A 



In the above examples dummy is supposed to hold 
one re-entry card in another suit. Should the dealer 
make an unsuccessful finesse, the adversary will at 
once take out the re-entry card^ and the suit, being 
blocked, cannot be made. 



OVERTAKING 

It not infrequently happens on the initial opening 
of a hand that you have the option of winning the 
trick either in your own hand or in dummy ; if you 
find that your cards of the suit led are all of equal 
value it is essential that you consider the advisability 
of overtaking a trick that you have already won. 

With no re-entry in a hand, overtaking is often the 
only means of making a suit. 



PLAY OF A NO-TKUMP ''^ DECLARATION 165 




Y 

B 

Z 




Y 

A B 

Z 







m 


♦ ♦ 








♦ 




















♦ 



In the above examples, if the dealer holds no re- 
entry card, he must overtake one of dummy^s high 
cards in order to make the suit. 

The adversary will often attempt to block the deal- 
er's lead by holding up the winning card until one 
of the dealer's hands is exhausted in the suit. When- 
ever this is the apparent object of the adversary, 



166 



ADVAXCED BEIDCtE 



YOU can still continue and establish your suit by over- 
taking the last card from the shorter hand. 





In the above examples, if the dealer holds but one 
re-entry card he must overtake the second lead. 
Otherwise, if the adversary holds up the ace, the 
dealer must use his re-entry card to establish the 
suit, which he can then never make. 



PLAY OF A KO-TRUMP'' DECLARATIOiT 167 



Overtaking is not confined to the dealer^s play, 
and it is much more difficult for the adversaries to 
determine when to resort to this strategy. As a 
rule, when the dealer is apparently holding up the 
winning card, and when the cards of your suit are of 
equal value, it is safer to overtake your partner^s 
card than to risk his being unable to continue the 
lead. 

"DUCKING" 

When a hand contains no re-entry card, the suc- 
cessful play of the long suit may depend on a re- 
fusal to win the first trick; at times both the first 
and second tricks in the suit must be passed. 

When you wish to make a long suit in a hand con- 
taining no re-entry card, do not play the command- 
ing card of the suit until you are reasonably sure 
that the remainder of the cards will fall. Use care 
not to exhaust the shorter of the two hands before 
the suit is established. 

The situation is more clearly shown by the follow- 
ing examples : 



A B 



168 



ADVANCED BRIDGE 



The dealer should refuse to win the first round of 
the suit. With no card of re-entry, should he lead 
the ace and king, the command would be left with 
the adversaries and the suit would not be made. 

























4 



Y 

A B 
Z 



The dealer must allow the adversaries to win the 
first and second tricks ; otherwise the suit cannot be 
made. 

































^1 i^^^i 






1^ A' 


4 



Y 

A B 

Z 




The dealer should lead the queen toward the ace, 
but should the second in hand adversary cover with 



PLAY OF A ''>s'0-TRUMP- DECLARATION 169 



the king the dealer must pass the trick; otherwise 
the third round will be blocked by the nine or ten. 




4 ^ 



^4 ♦ 



4 



The dealer should pass the first trick and not at- 
tempt the queen finesse until the second round. One 
trick, it is true, may be lost, but the play may win 
four tricks. 

One or two leads of a suit may show a distribution 
of the cards which mu&t give the adversary one trick. 
When this is the case, be careful to lose that trick 
while you have still another card of the suit to lead 
to the opposite hand. 




170 



ADTAXCED BRIDGE 



The dealer finds at the first lead that the second in 
hand adversary has no card of the suit. The jack 
is^ therefore^ three times protected in the opposite 
hand and the dealer should pass the first trick. 

With nine cards of a suit in the combined hands 
headed by ace and king^ all the remaining cards will 
probably fall on two leads^ but when the suit is di- 
vided, six and three, with no card of re-entry in the 
long hand, it is safer to make sure of five tricks by 
passing the first round. 




Even when there is a re-entry card in the hand 
containing the long suit, if the adversaries must 
make a trick in the suit it is better play to lose the 
first trick. The re-entry may be an important card 
to retain. 

When you hold a guarded honour in the suit led 
originally, or with a once-guarded king in an un- 
opened suit, place the lead so that these honours 



PLAY OF A ''NO-TEUMP'' DECLARATION^" 171 



will be lead up to. This can often be done by 
^^ducking^^ or passing a trick. 

OVERTAKING AND UNBLOCKING" 

The double necessity arises only on rare occasions. 
When the dummy contains no re-entry and the ad- 
versary opens a suit in which dummy has lengthy ar- 
range the play of your own cards so as not to block 
the dummy^s suit. 



4 » 



Y 

A B 
Z 




±1^ 



Should the first trick be won with the eight, the 
dealer cannot overtake the ten without loss. The 
ten should, therefore, be played and the lead con- 
tinued with the queen. If the adversary covers, the 
trick must be passed. The eight should then be led 
through the jack. 



172 



ADVANCED BKIDGE 



OVERTAKING AND DUCKING" 



Occasionally the initial opening will prove to be 
the dummy's long suit. To make this suit without a 
card of re-entry in dummy it may be necessary for 
the dealer not only to overtake dnmmy^s trick in 
order to lead the snit through the original leaders 
hand^ but also to allow the adversary to win the 
second trick, if an attempt is made to force dummy's 
high card. 






4 







PLAY OF A ^s-O-TRUMP'' DECLARATION 173 



The dealer should in both cases overtake dummy^s 
trick in order to continue the lead from the weaker 
hand. The original leader will probably attempt, by 
playing a high card, to force the ace; in which case 
the dealer must pass the second trick. The dummy 
will then hold a tenace over the remaining honour, 
and the dealer can make four tricks in the suit. 



THE DEFENCE AGAINST OVER = 
TAKING AND "DUCKING" 

When you open a suit and find that it is dummy^s 
strength do not attempt to win the second trick if 
the dealer leads through your hand, that is, unless 
you can mark the dealer with no other card of the 
suit to lead; by taking the third round instead, you 
will often save a trick or two. 



4 » 




NONE 



174 



In this case the dealer takes the first trick with 
the jack and leads the queen. No attempt should be 
made to cover the card. In this way the dealer is 
forced to win the third round and dummy's suit is 
blocked. 



CARD STRATEGY 



When players have largely grasped the funda- 
mentals of bridge they are frequently filled with 
complaisance and self-satisfaction that is gratify- 
ingly reassuring to them^ but that does not tend 
to improve their game. 

Each hand played^, wherein they feel that they 
have committed no blunders, brings a sense of con- 
tentment; but, unfortunately, they overlook the 
tricks which they may have lost by the lack of a little 
card strategy. 

These are the tricks, which won, decide rubbers. 
There is always trouble for the player who is look- 
ing only for ^Vhat he deserves,^^ and complacently 
assists the strategy of his opponents by not meeting 
it with an equal display of skill in attack, or shrewd- 
ness in defense. 

Good players are frequently likely to be deceived 
by holding up small cards, though as a matter of 
fact novices never appear to be fooled by such 
tactics; play a high card like a King or a Queen, 
however, and the poor player is decidedly apt to be 
frightened away from the play of his own suit. 

To whomsoever it falls to play the dummy hand 
there is abundant opportunity to baffle, mislead and 
confuse the opponents, and still be playing strictly 

175 



176 



ADYAXCED BRIDGE 



within the etiquette and the admitted possibilities 
of bridge. In fact it is only just to one^s partner 
to exercise one's best endeavor and employ one's 
brightest wits to bring about a brilliant finish. 

A little of the combative disposition is a valuable 
adjunct to good bridge play. Combine that with 
clever strategj^ and a most commendable desire to 
send your adversaries on innumerable wild-goose 
chases^ and there will be no further playing merely 
for ^Vhat the hand deserves/' 

Pitfalls in the form of false leads^ false carding 
and clever underplay should be dug for your adver- 
saries at every opportunity. Whenever they can 
do the same things the adversaries will not scruple 
to place them for you. 

There are hands in bridge which may be said to 
play themselves. One holding all the winning 
cards could scarcely be expected to lose. That^ how- 
ever^ is purely primary. As the player himself 
recognizes^ it is something that could scarcely have 
been avoided. On the other hand^ when some well- 
planned ruse has found the opposition with no 
sentries posted^ and their camp is thrown into con- 
fusion by the clever capture of a trick or two which 
they never had dreamed it possible to lose^, you may 
feel the elation that is a part of bridge when 
the game is played to the full measure of its theory. 

Frequently a hand is picked up at the bridge 
table which on its face may be read as hopeless, 
unless, by some means, the adversaries can be in- 



CARD STRATEGY 



177 



duced to blunder. Xever exercise charity in a case 
of that kind. Make it a point to tempt them not 
only to blunder once, but again and yet again. It 
is surely far more strategic for a weak hand to take 
a strong hand prisoner than it is for the strong 
hand to capture the weak hand. 

Subjoined are a few ^^ifs'^ that are well to be 
remembered, for all too frequently the situation 
arises where one of them may become most effective 
if you have retained its significance in your memory. 

If you find that in some suit a certain number 
of tricks will go to your adversaries, and that to 
lead from your best suit is disadvantageous, throw 
the lead and see what will happen. 

If you wish to make four tricks in a suit with but 
three in sight, give the adversaries a chance to dis- 
card a card or two before you show your strength. 

If you are anxious to know which of your adver- 
saries holds the Queen of the suit in which you 
hold the Ace, King, Jack, force a discard and see 
how kind they will be to you. If no discard can be 
forced, then give the adversaries the lead and let 
the suit come up to you. 

If you are reasonably certain of winning all the 
tricks but one, lead out your remaining trumps. 
You cannot lose and, if your adversaries are uncer- 
tain about their discard, the extra trick may be 
gained. - 

If you hold the Queen and two small cards of a 
suit, with small cards of the same suit in dummy 



178 



ADYAXCED BRIDGE 



and the adversary opens with the King, keep your 
lowest card. The leader may be tempted to believe 
that his partner is echoing, and he will establish 
your Queen by leading the Ace. Do not attempt 
this play however if you hold length in the suit. 

If the King is led and you have length as well 
as strength in the suit, play your highest card on 
the King, for if the adversary continues with the 
Ace, the younger hand will probably ruff the third 
round and you should therefore endeavor to frighten 
your opponents from the suit. 

If a suit is led and the card played by the younger 
hand is not higher than the ten, do not win the 
first trick with the Ace holding Ace, King, Queen. 
The elder hand cannot have King, Queen, Jack, 
and taking the first trick with the Ace would 
clearly show the situation. 

If you hold a singleton King lead the suit from 
dummy at the first opportunity, being careful to 
select as a card to lead a ten or a nine. This gives 
the impression that you intend to finesse. You may 
tempt the adversary, with the Ace second in hand, 
to pass the trick, whereas were a small card led he 
would probably make no such mistake. 

If you hold a small card as a singleton with King 
and Jack, or King and others in dummy, do not 
wait until your adversary can count your hand, 
but lead your singleton early in the hand and do 
not finesse. 

If you want high cards to fall, lead high cards. 



CARD STEATEGY 



179 



It is astounding how difficult one finds it not to 
cover an honor led. With this in mind, with a 
singleton Ace in your hand, and a sequence in 
dummj^ from the Queen to the nine, the adver- 
saries will make no mistake if a low card is led, 
while the Queen is a temptress that few can resist. 

If you hold ten cards of suit in your hand and 
that of the dummy with the Ace and King both 
against you, no doubt you will lose two tricks in the 
suit; but when you do lead it lead your highest 
card. You may tempt your second hand adversary 
to cover and the other honor may fall. 

If you have nine or more cards in your hand and 
that of the dummy headed by Ace and King, it is 
usually unwise to finesse; but it is always good play 
to lead the Jack towards the high card in the 
opposite hand as it may tempt your adversary to 
cover. 

If the adversary, after seeing dummy, lead 
through a King Jack suit he probably has no high 
cards in the suit. To play the King can do but 
little harm, and, if he has the Ace, you may shut 
it out. 

If you have Queen, ten and one small in dummy, 
and Ace, nine, small in your own hand, lead the 
small card. If the King is not put up second in 
hand, play the ten; if the Jack wins the trick the 
King is probably in the same player^s hand, and 
you must get the lead in dummy to come through 
this hand. Without the ten in either hand pass the 



180 



ADVANCED BRIDGE 



first trick and make no effort to win with your 
Queen. This may be your only hope to get two 
tricks in the suit. 

If you have the Ace^ King^ small in your hand 
and Jack and two small in dummy^ the discard 
may show that your left hand adversary holds the 
Queen protected. To steal a trick here^ you must 
play the Ace and underplay with the hope that this 
player will mark the King in his partner's hand and 
not play high. : : . o . 

If at ^'j^o Trump'^ a high card is led against you 
originally and you have length in that suit^ hold 
up the lowest card to make the adversary think his 
partner is unblocking. 

If at a loss what suit to play for at ^^No-Trump^^ 
choose the one that is shown in dummy^ so that the 
adversaries may not discover the weakness or strength 
of your own hand. 

If at ^^No-Trump^' you are playing a poor hand 
with little or no hope of winnings or even perhaps of 
saving the game^ try leading the suit that is all 
against you. Often the adversaries will hold imag- 
inary tenace over your cards and come "banging up'' 
to your strong suit. The collision will be more dis- 
astrous to them than you. 

If you must lose the lead at "No-Trump/' con- 
ceal the strength in your own hand and do not jump 
around and show strength in three suits, for then 
when you do lose the lead the adversaries cannot 
make a mistake as to their own strong suit. 



CARD 5TKATEGY 



181 



If your adversary's lead at "Xo-Trump'^ is a 
Jack and you have Ace, King, Queen in your hand, 
take the first trick with the Queen. Xever win 
with the King. Many players lead the Jack from 
King, Jack, ten or Ace, Jack ten. 

If a Queen is led at ''Xo-Trump'' and you hold 
both the Ace and King, do not win the first trick 
with the Ace. The Queen lead sometimes indicates 
the Ace and Jack, and you may mislead an adver- 
sary by playing the King, whereas the Ace would 
clearly show the situation. 

If you are playing ^^Xo-Trump'^ do not blank 
the Ace in dummy unless you want this suit led to 
you. Keeping a small card with the Ace may lead 
the adversaries to believe that you have a high card 
in your own hand and they may hesitate to lead 
the suit. 

Another point that it is well to emphasize is in 
regard to being forced to lead disadvantageously 
from a suit. Be very careful in a case of that kind 
not to break a possible tenace by leading a high card. 
For instance with Ace, ten and two small in your 
hand and Jack and two small in dummy, you are 
forced to lead the suit from your own hand. Play 
the small card. Often the adversary makes the mis- 
take of playing a high card second in hand, giv- 
ing you, perhaps, a tenace over your right hand 
opponent. 

Too much haste in showing ability to ruff by 
your weak hand frequently brings disaster- In 



182 



ADYAI^'CED BRIDGE 



fact a trump lead from you will discourage the 
trump attack by the adversaries^ and they are only 
too likely to give you the ruff without defining your 
purpose. 

Inference frequently will come to you from the 
cards held in the combined hands as to what suit 
will probably be led by the adversaries^ but do not 
expose your weakness by discarding from this suit. 

Last^ but one of the most important facts of all^ 
decide which of your cards you mean to play be- 
fore fingering them. Indecision may tell your ad- 
versaries exactly what they are most eager to know. 

Bear in mind that these suggestions are advanced 
to try to impress all players with the fact that there 
may be much more in the hand than it seems to 
deserve^ and that ^^much more'^ is the real test of 
skillful bridge. It is a far greater source of enjoy- 
ment than lackadaisically wading through deal after 
deal^ stirring only the surface of the shallow water 
and not venturing into those more fascinating 
depths where the secrets of bridge await those who 
will try for them. 



LOST TRICKS 



One development of bridge, seldom touched upon, 
has to do entirely with what may be designated the 
"lost tricks/' 

Hands that play themselves are, to an extent, 
colorless and featureless accessories of the game; 
but the "lost tricks'' are the ^^might have beens" of 
bridge that rankle in the memory long after the 
rubber is finished. 

They are usually found in hands that require 
a thorough understanding of the score, good judg- 
ment and keen perception, and are lost many times 
because of a lack of understanding between part- 
ners. 

There can be nothing more trying to one's finest 
nervous sense than to play with a partner in whom 
one has little confidence, who makes each situation 
as difficult as possible, gives no correct information 
as to his own hand by the play of the cards, nor 
seeks to take advantage of the information correctly 
given by his partner. 

There is one essential to bridge which must never 
be overlooked, nor can its importance be too strongly 
impressed upon all players, and that is, that to play 
the game well involves the closest kind of a business 
partnership in which implicit confidence must 

183 



184 



ADYA^s^CED BRIDGE 



exist. ' Evil effects attendant upon deceit cannot 
be too highly overestimated, nor can such play 
be too severely condemned, if your aim is to at- 
tain, as nearly as possible, the standard of per- 
fection. 

All players must understand that rules are but 
the mere convention of the game^ holding it to 
certain conformity, that, it is evident, is necessary 
for its preservation and the perfect enjoyment of 
its enthusiastic devotees. Certain rules, that govern 
the technicalities, are absolute, as they are in any 
game of cards, but rules in general are not the 
m^asters of bridge; rather should they be con- 
sidered as second to circumstance and the fall of the 
cards. Brilliant plays are made in contravention 
to rules, yet we would not attempt to deduce from 
that fact the theory that rules are not essential to 
the game. 

There are those disaffected individuals who rail 
at everything. To them rules are bogey men; con- 
ventions are pitfalls. They scoff at partners who 
play as such, and argue weakly for disconcerted 
play in which one puts down a card, his partner 
another, and for all the information that either 
conveys to the other a pinch of snuff would be gen- 
erous recompense. You might as well take a chance 
on a card of any denomination or of any suit, as to 
try to adhere to a union of forces with such a school 
of philosophy to guide you. 

Do not be influenced by theories somewhat wildly 



LOST TRICKS 



185 



and illogically advanced by players thus minded. 
Time and experience will assuredly teach yon that 
heresies fail in bridge^ as they fail in other sub- 
jects where cool, philosophical reasoning will lead to 
a sane and intelligent understanding. 

ISTever forget that the dealer is in the possession 
of the strength of twenty-six cards all the time. 
If 3^ou, with half that force, play at random, and 
your partner, with no more numerical strength 
than you possess, is also playing a fourth of the 
game on his individual account, with no particu- 
lar interest in what is being done with the other 
three-fourths of the fifty-two cards, it is surely 
not common sense to imagine that you and your 
partner are likely to be superlatively blessed with 
success. 

United play in bridge is absolutely essential to 
success. This has been demonstrated from the in- 
ception of the game, and those who are most mind- 
ful of this fact are those who see fewer ghosts of 
^^lost tricks" stalking dejectedly about as they recall 
the hands of the past. 

Occasions do arise however when you may de- 
ceive the dealer and not your partner. If you wish 
the dealer to finesse, it will often pay to play a 
high card second in hand, holding a small one. For 
instance, with King, J ack, nine, four and three in 
dummy, the dealer leads the Ace and then a small 
card. By playing the ten from the ten, five, deuce 
on the second round of the suit you may lead the 



186 



ADVANCED BRIDGE 



dealer to believe that you hold the Queen or no 
other card in the suit^ and this may tempt him to 
finesse. 

When Ace and Queen are in dummy over your 
once guarded King, you will probably be led through 
and your King be captured. It will pay you at 
times, especially if the card next to the King is a 
nine or ten, to lead the suit in the hope that the 
dealer will play the Ace second in hand and that 
he will infer from your lead that the King is in 
your partners hand. 

Should you and your partner hold all the re- 
maining cards in a suit, do not hesitate to play or 
discard a card of the suit so as to mislead the 
dealer and make it difficult for him to count your 
own and your partners hand. 

To enumerate the many situations wherein tricks 
are lost and where partners go astray would need a 
keen observer and a pencil and pad at almost every 
rubber that is played. 

It is usually accepted that a short suit is led for 
the purpose of establishing a ruff. Very good. Yet 
players are often met who complain about being 
forced after showing a desire to ruff. Then avoid 
giving the invitation. Your partner can only read 
it as you played to him and followed out your own 
suggestion as he felt in duty bound to do. 

It is not invariably necessary that you open a 
short suit and play for a ruff. It does seem to be 
a common impulse. There appears to exist a desire 



LOST TRICKS 



187 



on the part of most who play bridge to do some- 
thing with trumps, and players are always eager 
to begin their employment, hoping to see Aces and 
Kings go by the board. Your short suit lead may 
establish that suit for yonr opponent, and bring 
disaster through an effort to make a small trump 
trick ; while, on the other hand, the lead of your long 
suit may force and so weaken the dealer's trump 
hand as to make it impossible for him to take out 
the trumps against him. 

Tricks are lost by players not showing the correct 
numerical strength of their long suit. A player who 
leads the deuce from a six card suit assuredly would 
not have done so had he confidence in the ability of 
his partner to read or count his hand. 

Frequently the under card of a sequence is led, or 
the highest card of a sequence is played second or 
third in hand, and repeatedly that has cost a trick 
or two because it conveyed misinformation. 

One who continually leads the top of long, weak 
suits against a declared trump, gives misinformation 
and often leads his partner to believe that he is 
opening a short suit, and frequently a trick or two is 
lost by the dealer obtaining discards. 

The player who continually refuses to part with 
the best trump should bear in mind that ruffing 
with the commanding trump rarely loses a trick, 
and often gains one. 

Eemember that the partner who doubles usually 
has trump strength, and so do not strew his pathway 



188 



ADYAKCED BRIDGE 



with obstructions by forcing him when it is most 
fatal to his chances. 

There is one type of partner who is particularly 
trying. He is that persistent individual who^ hav~ 
ing acquired the notion of establishing his long suit 
at "No-Trnmp^^ keeps at it with a bland faith that 
would be amusing were it not so vexing. With little 
or no chance of ever getting in^ he sacrifices the only 
hope of saving the game by refusing to switch off 
and see what his partner has got. 

Think^ too^ how your partner must feel when 
marked with a card of your established suit^ and in 
the lead, he witnesses a discard on your part of one 
of your good suit, and is met with the feeble apology 
that you had a "King or Queen to protect.^^ 

It is a maxim in bridge that the weaker hand 
should always consider itself subordinate to the 
stronger^ ready to sacrifice the high card holding 
so that it will be a gain to the partner in the end. 

How selfishly and at what cost partners will de- 
cline to unblock because it appears to them to mean 
the sacrifice of too high a card. Too long they 
cling to their Queens and their Kings only to see 
the great army of "lost tricks'^ obtain fresh re- 
cruits because they would not, or could not^ read 
what their partners were vainly trying to publish 
before them. 

Another rather cool invitation and one bound to 
be fraught with disastrous results is when you re- 
quest your partner to play for a suit in which yon 



LOST TRICKS 



189 



have neither length nor strength. It Tvonld be jnst 
as logical to ask him to play for cards in yonr adver- 
saries' hands. 

It is always good practice in bridge not to attempt 
to play for too mnch. To bring in tvro suits is, of 
course, a very delightful sensation, but it is a great 
deal better to confine your efforts to bring in one 
sure suit than to attempt two with the result of 
getting neither. Bear in mind that when one is a 
bit greedy, "lost tricks'^ are likely to foot up rapidly. 

Before the subject of "lost tricks*^ is abandoned 
it is well to call attention to what may be sacrificed 
by bad makes. Players overanxious to win will 
attempt declarations which they know to be un- 
sound, being influenced by a speculative impulse 
rather than by sound judgment. 

Countless rubbers are lost — not tricks, but rub- 
bers — because players do not know the score and, 
because they lack that information, are not playing 
with an intelligent idea as to how many tricks are 
absolutely essential to save the game. 

In conclusion bear this in mind for it is a justifi- 
able loss of a trick : Do not hesitate to lose when the 
only chance is to find in your partner's hand the 
card that will save the game ; you may be astonished 
to ascertain how often this will happen during the 
ordinary course of play. 

Play so to perfect your whole game as to take 
care of the "lost tricks.'^ The winning tricks, it 
will quickly be discovered, take care of themselves. 



YOUR PARTNER/^ 



HIS IDIOSYNCRASIES, AND SOME OF 
YOURS 

All games of cards^ even the simplest — those that 
require but little thought or mental analysis — afford 
an excellent field for the study of human nature. 

Players frequently permit little mannerisms and 
idiosyncrasies to intrude^ and^ if not corrected at the 
start, the habit is likely to grow. 

For the most part such offenses are, of them- 
selves, but trivial breaches, as it were, of the eti- 
quette of the card-table ; but at times they are in- 
tensely irritating and the cause of some displeasure 
that finds relief in word or action, both of which 
may quite seriously disrupt bridge harmony. 

When a rubber of bridge is in contemplation and 
after the preliminaries you sit down to play, it is 
just possible that "your partner^^ may have his ideas 
about the game. If you have omitted to ascertain 
in advance what they are, it will help neither of you 
in the least if you immediately begin to differ as to 
leads, discards and signals. Your game will strongly 
resemble a tug-of-war — both at opposite ends of 
the rope, instead of at one end pulling conjointly. 

It is an invariable custom that the player who 
cuts the lowest card has the choice of seats and the 

190 



YOUR PARTJS^ER 



191 



cards. If ^^your partner" objects to moving do not 
advise that he would better change. Very likely his 
reasons why he should not are quite as urgent as 
any that you can advance to the contrary, and why 
interject at the start anything that shall tend to 
create a slight element of discord. 

If you ask "your partner'^ for advice rest assured 
of criticism during the remainder of play, whether 
it be for a rubber or for an evening. It is one thing 
to consult, quite another to request. The moment 
that you show subserviency you admit superiority, 
and there are those who play bridge, and some with 
little experience or knowledge, who as critics, in 
their own estimation, are par excellence. Better 
agree with '^'^your partner'' at the start on the com- 
mon principles that are essential to be observed, 
and then play with an eloquent silence that will 
command respect and admiration at the table. 

If you pass the make with a weak hand and your 
partner declares "No-Trumps/' look as cheerful as 
possible, and make up your mind to do the best that 
you can with the cards that have been given to 
you. If you begin by abusing your partner for the 
make, you practically say that your hand is weak 
and that the situation is hopeless. That is most 
valuable information for your adversaries. 

Some times "your partner," sitting behind the 
dummy hand, has a queer way of waking up just as 
you are leading a thirteenth card from his hand, 
and asking you whether you have a card of the suit 



192 



ADTAXCED BEIDGE 



led, thus distracting your thoughts from the selec- 
tion of a proper discard. 

Tlie partner oehmd the silent hand, to hasten 
the play, has no right to toucli or suggest the use of 
a single card from tho-e which lie exposed before 
him. yet often players find the impulse to push out a 
card from dummy almo-t irresistible. 

Haste and waste are antitypes in bridge as they 
are in everything. Playing the hand as if you are in 
a hurry to catch a train may lend a spectacular 
appearance to your disposition of the cards, but 
many a rubber is lost by not stopping to give the 
situation the careful thought that it demands. 

The occupant of the "high chair" usually has a 
monopoly of giving advice. That kindly and court- 
eous soul who can see it all — and who may know it 
all. or imagine he does, which amounts to the same 
thing in this particular case — and who sees no hand 
played without voicing personal ideas as to the 
methods used_. is a well-meaning adjunct to the 
game, even if occasionally distressing. 

When a player spreads out all the cards of an 
abandoned spade hand, scrutinizes each with an air 
of anxious concern, and conjectures as to what 
might have happened had some other declaration 
been attempted, it tries everybody at the table. 
What is done with a hand cannot be undone. All 
time at bridge should be devoted earnestly to what 
confronts a player, not to what is of the past. 

A penalty of some kind should be exacted frorp 



YOUE PARTXER 



193 



the player who makes a practice of insisting that 
the dealer has led from the wrong hand. It is very 
disconcerting and frequently disturbs the one crit- 
icized to such an extent as to interrupt the train of 
thought for the subsequent lead. 

Post mortems have their interest and are unmis- 
takably convincing as a rule. Don't venture upon 
them unless you are certain what the scalpel is 
going to reveal^ and above all things when the 
corpse is buried don't continue to talk of the har- 
assing details with another hand awaiting play. 

Be careful how you criticize in all cases. It is 
not an invariable rule that he who points out the 
first mistake had the best reason for doing so. How 
about a blunder that may have been committed 
earlier by the critic himself^ and the possible em- 
barrassment that may follow if a complete analysis 
of all the cards played is insisted upon. 

There are personalities in bridge that can be 
avoided in addition to arguments with ^^your part- 
ner'' or public criticism of his play. The actual 
time saved in "^^claiming all the rest" will not 
shorten the game by two minutes. Better play all 
the cards out and save yourself the possible mortifi- 
cation of having it placed in evidence that you had 
not read your hand^ that of ^S'our partner" and 
those of your adversaries^ as intelligibly as you had 
imagined. 

Bridge knowledge is not acquired in a moment. 
Some persons are naturally better players than 



194 



others. Intuition is an aid to some^ the ability to 
forecast assists others, but both are powerless without 
n thorough grasp of all the details that are acces- 
sory to the game. 

In connection with this subject it may not be out 
of place to observe that while the object of the game 
is to take tricks, the same number can be made in 
a great many different ways. That you did not 
happen to lose on a hand is no palliation for the 
very bad play of which you may have been guilty. 
Always bear in mind the fact that there is a right 
way and a wrong way to play, and that the acquire- 
ment of playing by the right method should be the 
purpose of all who devote their time to the game. 

Play bridge as if a genuine pleasure, whether 
winner or loser, and eventually you will discover 
that it is far easier to win in that spirit than it was 
with the critical idea predominating;; and, if you do 
lose, it is with the consciousness of good will toward 
your fellow man, who happens, in this case, to be 
^^your partner.^^ 

Endeavor to be serene under all circumstances. 
Keep in mind that it is a pastime for sound mental 
training. Never forget that a cool head is a most 
valuable essential, and try just as far as possible to 
sink all peccadilloes in play, avoid all whimsicalities 
and correct all personal mannerisms. 



Illustrative Hands 



The following hands are illustrative of the prin- 
ciples discussed in the previous chapters, and while, 
to the experienced players, some of the points will 
appear simple, the hands all show interesting sit- 
uations which merit careful study from those who 
wish to improve their Bridge play. 

All the hands have been taken from actual play 
and show by no means unusual situations. The 
writer has endeavoured to eliminate freakish distri- 
butions of cards and unsound play. 

Play each illustration as though but one hand 
were exposed, without previous reference to the 
notes. 

In each case Z is the dealer and A the leader. 



195 



196 



ADYAKCED BRIDGE 



ILLUSTEATIVE HAND NO. 1 

Many players would be tempted to declare "no- 
trumps^^ with this hand, but the declaration of hearts 
is sound. No risks should be taken with a strong 
heart make when one weak suit is held. 

Trick 1. — There are two lines of play that could 
be adopted by the dealer in this hand, one to exhaust 
the trumps and try for the spade suit, the other to 
try to establish a ruff in the weaker hand. The 
former course is preferable. As Z holds but one 
trump, the adversaries would probably prevent the 
ruff. To make the spade suit an entry card may be 
necessary. Y takes the lead, in or^er to save Z^s 
entry card. 

Trick 8. — This position will be appreciated by all 
students of the game. Z has three good spades and 
the commanding diamond, Y the losing trump and 
the ace of clubs. Should Y now lead a diamond and 
take Z^s re-entry card, the adversaries^ trump would 
stop the suit. Leading the losing trump is a clever 
play. 



ILLUSTRATIVE HANDS 



197 



SAVING AN ENTRY CARD. LEADING THE LOSING 
TRUMP. 



It is the first game, score sixteen to nothing, in favor of the 
dealer. Z deals and passes the make. Y declares hearts. 



A 9 

+ A 6 5 3 

♦ A 4- 2 

V A K Q 7 5 



No. 1 



♦ j 6 5 
4»7 4 2 

♦ q108 6 
¥9 3 2 




lO 8 
4»K Q J lO 
♦ J 9 
¥ J lO 8 4 



TRICK 


A 


Y 


B 


z 


1 


6* 


A* 


9 4 


34 




2V 


k¥ 


4¥ 


6¥ 


3 


3¥ 


q¥ 


8¥ 


5# 


4 


9¥ 


a¥ 


io¥ 


8 + 


5 


5^^ 


9 A 






6 


6 A 


2^ 


8 A 


A A 


7 


J ^ 






2^^ 


8 


2 + 


7¥ 


j¥ 


7# 


9 


4 + 


A* 




94» 


10 


8^ 


TW 


j4 




11 


7* 


3 + 




74^ 


1» 


io# 


54» 


J 4» 


44^ 


13 




6 + 




3^ 



The dealer makes a small slam. 



198 



ADYAis^CED BRIDGE 



ILLUSTKATIVE HAND NO. 2 

Trick 2. — This situation demands careful atten- 
tion. If the diamond is led from Y^s hand for Z to 
trnmp^ the adversaries must obtain the lead at the 
next tricky and would promptly lead trumps to pre- 
vent any further ruffing. Z can estimate that he has 
but five sure tricks in the two hands, three trump 
tricks, the diamond trick, the ruff, and the possibil- 
ity of making a trick with the king of clubs. This, 
however, would give the adversaries the game and 
the rubber. To win the game, two ruffs must be 
obtained and Z cannot afford to make the situation 
clear to his opponents. He leads the seven of clubs 
from Y^s hand in order to establish the cross-ruff. 

It is this form of strategy that wins games and 
rubbers for the clever player. Z takes the one chance 
to win the game. 

Trick 3. — B^s best play is unquestionably the 
trump. He has both the spade and the club suit pro- 
tected, his partner is marked with strength in dia- 
monds, and he can lead trumps with safety, but not 
knowing that the weak hand can ruff, he returns his 
partner's original lead. 

Trick 7. — A can stop the cross-ruff by trumping 
with the king of hearts, but this play would not af- 
ford him any advantage, as Y would discard a losing 
spade, and Z may not have another trump. 

Trick 8. — There is no reason for B to trump. To 
discard is his best play. 



ILLUSTRATIVE HAKDS 



199 



NOT SHOWING ADVERSARIES THAT THE WEAK 
HAND CAN "RUFF." 

It is the rubber game, score twenty-four all Z deals and 
passes the make. Y declares hearts. 



6 5 

+ 7 

♦ a 5 3 2 

J lO 5 4 



No. 3 



^ K Q 

+ IO 8 6 
♦ K Q J 9 
V A K 3 




A A lO 8 7 
4» A Q 5 2 
♦ lO 8 7 
¥ 7 2 



TRICK 


A 


Y 


B 


Z 


1 




A* 


7* 


4* 




6 + 


7 + 


A + 


34» 


3 


6* 


2* 


io4 


6¥ 




8«f> 


5 A 


24» 




5 




4¥ 


54^ 


4 + 


6 




3^ 


8* 


9¥ 


7 


Q# 


5¥ 


Q* 


9 + 


8 


J ♦ 


"iT 


74^ 


8¥ 


9 




6 A 


2¥ 


J + 


10 


k¥ 




7¥ 


2^ 


11 




9 A 


8^ 


3^ 


la 


A V 


J ¥ 




44^ 


13 




q¥ 


A^ 


J ^ 



The dealer wins two odd tricks. 



200 



ADYA]S"CED BRIDGE 



ILLUSTEATIYE HAND NO. 3 

Trice: 4. — When the commanding trump is 
against yon, the best play is usually to force your 
adversary to ^'^ruff^^ with it, but if you hold an estab- 
lished suit in one hand, it often pays to take out the 
winning trump. Your long suit can then be contin- 
ued without interruption. 



ILLUSTRATIVE HA^TDS 



201 



LEADING THE LOSING TRUMP 



It is the first game, score love all. Z deals and makes it hearts. 



♦ S 4 2 

4iA Q J 8 6 3 No. 3 

♦ 7 5 
¥9 5 



K Q 8 7 6 3 
+ 105 4 
♦ K 
V J 3 




♦ J lO 9 
+ 9 7 

♦ q J lO 9 8 
¥Q 8 2 



4»K 2 

♦ a 6 4 3 2 
¥a K107 6 4 



TRICK 


A 


Y 


B 


z 


1 




2^ 


9 A 


4¥ 


2 


3V 


5 V 


2 V 


a¥ 


3 


j¥ 


9V 


8¥ 




4: 


3 A 


4^ 


QV 


6¥ 


5 


k4 


54 


Q4 




6 


4 + 


3 + 


7 + 


k4» 


7 


5 + 


A* 


9 + 


2 + 


8 




q4» 




24 


9 


6^ 


J 4» 


J A 


3^ 


10 


7^ 


8 + 


84 


4# 


11 


8^ 


6 + 


94 


6 ^ 


13 


qA 


7# 




7V 


13 


aA 


5 A 


J ♦ 


io¥ 



The dealer makes a small slam. 



202 



ADVANCED BRIDGE 



ILLUSTRATIVE HAND NO. 4 

Trick 1. — To win the game the king of hearts 
must be in B^s hand and the lead must be ar- 
ranged so that Y can lead the jack of hearts toward 
the ace queen. To make an entry card in Y^s hand, 
Z throws his king of diamonds on the ace. 

Trick 2 —A would like to change the suit, but, 
undoubtedly, the diamond is his best lead. 



ILLUSTRATIVE HANDS 



203 



ARRANGING THE LEAD 



It is the rubber game, score eight to twenty-four against the 
dealer. Z, the dealer, declares Hearts. 



4^9 8 6 4. 

+ 9 8 6 4 

♦ Q 4 

VJ 5 4 



No. 4t 



♦ K 5 

+ 103 2 

♦ a 9 8 7 6 3 
VS 6 




♦ a Q J 107 
+ A 7 

♦ J 105 
VK 9 2 



^3 2 
4»K Q J 5 
♦ K 2 

¥ A Q107 3 



TRICK 


A 


Y 


B 


z 


1 


A* 


4^ 


54 


K# 




34 


q4 




2# 


3 


6¥ 


J ¥ 


2¥ 


3¥ 


4: 


8¥ 


5¥ 


9 ¥ 


lO ^ 


5 


64 


4¥ 


k¥ 


A^^ 


6 


2 + 


4«f^ 


A + 


K + 


7 


7* 


44^ 


J ♦ 


7 


8 


8 # 


6 A 


7A 




9 


34» 


6 + 


7* 


q4» 


10 




8^ 


lO A 


J + 


11 


9 ❖ 


9 + 


J 




13 


5^ 


9 A 


A A 


2^ 


13 




8 A 




3 A 



The dealer wins three odd tricks. 



204 ADVAXCZD BRIDGE 



ILLrSTEATIVE HAXD XO. 5 

Teice 2. — To many j^^layers a trump lead at this 
trick would seem imperative, but if trumps are led^ 
the adversaries obtain the lead and must make three 
tricks in the club suit. The clubs must be discarded 
before the adversaries obtain the lead. The king of 
spades should be led. otherwise the spade suit would 
be blocked. 

Teick 4. — It seems like tempting fate for Z to 
lead his high cards, but nothing can possibly be lost. 
The discards which Y takes on these high cards off- 
set any trump that the adversary might make. There 
is everything to gain and nothing to lose. 



ILLUSTKATIVE HAXDS 



205 



NOT LEADING TRUMPS UNTIL LOSING CARDS 

HAVE BEEN DISCARDED 

It is the rubber game, score eighteen to nothing in favour of 
the dealer. Z deals and passes the make. Y declares hearts. 



^5 

♦ J 
¥5 



5 2 




No. 5 



A J lO 9 7 
4»A K Q J 
♦lO 8 4 

¥Aio 



TRICK 


A 


Y 


B 


z 


1 


5 ♦ 


A ♦ 


4 ♦ 


3 ♦ 


3 


2 A 


kA 


7^ 


6 A 


3 


4^ 


3^ 


9 A 


A A 


4: 


2 ♦ 


7 + 


8 ♦ 


K # 


5 


7 ♦ 


8 + 


lO ♦ 


Q 


6 




9 + 


loA 




7 


3 y 


J ¥ 


A ¥ 


8 


8 


2 + 


2 V 


k4» 


4 + 


9 


5 ¥ 


K V 


lO V 


7 ¥ 


10 




Q m 


J ^ 


54» 


11 


64i 


9 


J + 


10 + 


13 


9 4 


6 V 




6 # 


13 


J ♦ 


4 V 


a4» 


8^ 



The dealer makes a small slam. 



206 



ADYAKCED BRIDGE 



ILLUSTEATIVE HAND NO. 6 

Teick 2. — Should B lead another round of hearts 
the weak hand would ^*^ruff^^ and the strong hand 
would discard. 

Teick 4. — The dealer requires every trick to win 
the game. To accomplish this both finesses must be 
successful. The trumps held in the two hands are in 
sequence from the six to the queen, and should B 
have the king of trumps three times protected, the 
lead must be kept in Y^s hand. Many a hand has 
been ruined by the incorrect play of this position. 

Trick 10. — Z has the opportunity to make a bril- 
liant coup. To catch the ten of spades he must lead 
through A^s hand, and, therefore, trumps Y^s win- 
ning club in order to obtain the lead. 



ILLUSTRATIVE HANDS 



207 



LEADING THROUGH 



It is the first game, score love all. 
diamonds. 



Z deals and makes it 



♦ K 106 4 
+ 8 642 

♦ 3 

V K 10 9 7 




No. 6 



A None 

4» A 5 

4 K 5 4 2 

VA865432 



TRICK 


A 


Y 


B 


Z 


1 


7 V 


J V 


AV 


Q¥ 




2«|i 


7* 


A + 


3 + 


3 


4 + 


J ♦ 


5 + 


9 + 


4: 


3^ 




2^ 


94 


5 


6 + 


8^ 


44 


74 


6 


84> 


6^ 


5# 




7 


9V 


5 A 


k4 


a4 


8 




A^ 


2¥ 




9 




k4» 


3¥ 




10 


kV 


Q + 


4V 


j4 


11 


4 + 


74^ 


5V 


8 + 


12 




9 + 


6V 


3 + 


13 


+ 


J + 




2^ 



The dealer wins five odd tricks. 



208 



ADVANCED BRIDGE 



ILLUSTEATIVE HAND NO. 7 

Teick 1. — As there are but six trumps in the two 
handsj Z knows that one adversary must hold at 
least four trumps, and should the force be taken and 
the trumps led, the adversaries would make the en- 
tire suit of diamonds. Z must wait until Y is able to 
take the ruff, in this way keeping his own trump 
strength intact. 

Trick 3. — A is placed in a difficult position.' 

Trick 7. — With the best trump against him, Z 
must force the commanding trump, for, no matter 
how the adversaries play, the spade suit must be 
brought in. 



ILLUSTRATIVE HAXDS 



209 



REFUSING TO ACCEPT A FORCE 

It is the first game, score eight all. Z deals and makes it hearts. 



^6 2 

♦ k 

♦ a K Q 8 3 2 
¥ J 10 8 2 



♦ Q 4 3 

+ A109 8 7 5 

♦ 7 5 
¥9 3 




No. 7 



♦ l07 
+ Q J 6 

♦ J lO 9 6 4 
¥ 7 5 4 



K J 9 8 5 
4»4 3 2 

♦ 

¥a K Q 6 



TRICK 


A 


Y 


B 


z 


1 




5* 


6t 


2 + 




Q± 


?♦ 


9^ 


3 + 


3 






6 + 


4 + 


4: 


2 V 


3lf 


4V 


a¥ 


5 


sV 


9V 


5V 




6 


loV 


5 + 


7V 




7 


2 A 




74k 


5 A 


8 






lO^ 


A A 


9 


J V 




!©♦ 




10 




7 + 


J ♦ 


6¥ 


11 


2* 


8 + 


4-* 


J 4|k 


IS 


3* 


9 + 


J 4» 


9^ 


13 


8^ 


io4» 




8^ 



The dealer wins four odd tricks. 



^10 



ADYA^^CED BRIDGE 



ILLUSTEATIYE HAND NO. 8 

Many players might criticise the make of this hand 
without realising its tremendous possibilities. A 
hand with five trumps and an established suit is a 
difi&cult one for the adversaries to defeat. As Z is 
short in two suitS;, there are not many tricks for the 
adversaries outside of the trump suit. Z hopes to 
find an honour in trumps with his partner which 
would enable him to exhaust the trumps and make 
his suit. 

Teick 2. — ]\[any players would find it difficult to 
resist the temptation of leading trumps up to the 
ace and queen in Y^s hand^ but the danger lies in 
having the finesse go wrongs for this would enable 
the adversary to force the strong trump hand and 
the trump suit would be blocked. To get the lead 
the dealer would again have to force his own trump 
hand. If either adversary held four trumps this 
would be ruinous. 



ILLUSTEATIYE HANDS 



211 



NOT TAKING A FINESSE, WHICH IF UNSUCCESSFUL, 
WOULD BLOCK THE TRUMP SUIT 

It is the first game, score love all. Z deals and makes it hearts. 

♦ e 

+ 8 7 6 3 2 No. 8 

♦ a 5 4 3 2 



^9 8 5 2 
4»K104 
^KQ J 9 
V7 2 




4^\o 

+ A Q J 9 5 
♦ l08 7 
V K 8 6 4- 



♦ a K Q J 7 4 3 
* 

♦ 6 

V J 109 5 3 



TRICK 


A 


Y 


B 


Z 


1 








64 




2 V 






3 V 


3 




QV 




5 V 




9* 


2^ 


10 4 


9 V 


5 


J ♦ 


6^ 


6 V 


J ¥ 


6 


44» 


3* 


8¥ 


lO V 


7 


2^ 


4^ 


10 A 


aA 


8 


5 A 


5^ 


54» 


kA 


9 


8^ 


2^ 


9 + 




10 


94^ 


34» 


J + 


J A 


11 


Q# 


6 + 


84 


74^ 


IS 




7 + 


Q + 


4» 


13 


k4» 


8 + 


A* 


3 A 



The dealer makes a small slam. 



212 



ILLUSTEATIVE HAXD ^0. 9 

Trick 1. — Z must save an entry card for the spade 
suit. 

Teick 2. — A refuses to part with the control of 
the adversary's suit. 

Trick 3. — Should Z not overtake the jack of 
spades^ A would again refuse to part with the con- 
trol^ and hence this entire suit would be blocked. 
This situation frequently occurs and is often mis- 
played. When your cards are in sequence and should 
you know that the adversary is holding up^ always 
overtake to obtain the lead so that you can continue 
to establish your suit. 

Trick 4. — A cannot afford to lead any other suit 
and continues with the diamonds. 



ILLUSTRATIVE HANDS 



213 



SAVING AN ENTRY CARD. OVERTAKING 

Z deals and passes the 



It is the first game, score love all 
make. Y makes it no-trump." 



6 3 

♦ k 8 7 

♦ Q J 7 

lO 



6 2 




No. 9 



As 2 

+ 9 5 4 
^lO 9 8 

J 9 6 5 



TRICK 


A 


Y 


B 


z 


1 


0# 


A ♦ 


84 








qA 


2 A 




3 




J A 


5^ 






Q# 


3^ 


94 


K 


5 




4.V 


5V 




6 


2# 


7V 


6V 


9 A 


7 


7 ^ 


8V 


4 + 


8 A 


8 




5# 


5«¥i 


tA 


9 


7* 


24» 


9 + 




10 


84» 


J 4i 


lO ^ 


64» 


11 




a4» 


9V 


3 + 


IS 


K : 




J V 


2^ 


13 


J t 




QV 


3^ 



The dealer makes a small slam. 



214 



ADYAXCED BKIDGE 



ILLIJSTEATIYE HAXD XO. 10 

Trick 1. — Z false cards the king of spades in or- 
der to deceive his adversaries. 

Trick 2. — The lead of the club suit must come 
from but if a low heart is led, it will take out Y^s 
only card of entry. With the purpose of making two 
cards of entry, Z leads the high cards from his own 
hand. 

Trick 4. — As all the hearts have fallen, Z can 
safely overtake the jack, to lead the queen of clubs 
toward the ace. Should Z continue with another 
round of hearts, Y would have no way of obtaining 
the lead after the club suit was established. The 
low heart must be saved as a card of entry. 



ILLUSTRATIVE HANDS 



215 



DOUBLE ENTRY 



It is the first game, score love alL 
no-trump." 



Z deals and makes it 



♦ a 9 8 
+ 85 

♦ K 8 5 
VlO 7 6 



7 6 




No. 10 



+ J 5 3 
+ K 7 4 
♦ Q J lO 9 6 
¥ 9 8 



TRICK 


A 


Y 


B 


Z 


1 


7A 


2 + 


J + 






6¥ 


3 V 


s¥ 


A V/ 


3 


7¥ 


4 V 


9V 


Q 


4: 


io¥ 


k¥ 


64 


J 


5 




q4» 


4* 


2 + 


6 


8 + 


3 + 


7 + 


9 + 


7 


5 ♦ 


6 + 


k4» 


A4i 


8 


6 A 


5 V 


3 A 


2"^ 


9 


8 A 


J 4» 


5 + 


2 ♦ 


10 


9^ 




9# 


7 ^ 


11 


A^ 




lO ♦ 


□ ♦ 


13 


K# 


s4 


J ♦ 


A» 


13 


8 ♦ 


44 







The dealer makes a small slam. 



216 



ADVAXCED BRIDGE 



ILLIJSTEATIYE HAXD XO. 11 

Teick 1. — As the club suit is blocked^ Y needs two 
entry cards, one to establish the suit and the other 
to obtain the lead and make it. therefore, over- 
takes the jack of spades with the ace^ to make it pos- 
sible for Y to have two entry cards. 

Teick 5. — Without reference to the position of 
the cards^ A^s lead of the five, of spades is bad. The 
game is lost unless B holds the diamond suit^ and 
his best play is undoubtedly the ace and the jack of 
diamonds. As the cards are placed, however^, this 
would give the dealer an additional trick. 



ILLUSTRATIVE HAXDS 



MAKING AN ENTRY CARD 

It is the rubber game, score twenty-four to nothing against 
the dealer. Z deals and makes it no-trumps." 



♦ Q J 

+ J 109 7 3 2 

♦ 8 6 
¥a 2 



No. 11 



4^107 5 4 2 
+ K 6 4 

♦ a J 

¥ K J lO 




^9 8 6 
4»8 5 

^ QIO 9 5 
¥ 9 8 7 3 



♦ a K 3 
+ A 

♦ K 7 4 3 2 
¥q 6 5 4 



TRICK 


A 


Y 


B 


z 


1 


4^ 


J ♦ 


6 A 


aA 




4 + 


2 + 


5 + 




3 


2^ 




8 A 


3^ 


4: 




Q* 


8 + 


2 ♦ 


5 


5^ 


6* 


9^ 




6 


io¥ 


a¥ 


3¥ 


4¥ 


7 


6 + 




5# 


3 ♦ 


8 


J ♦ 




7¥ 


4^ 


9 


j¥ 


9 + 


8¥ 


5 ¥ 


10 


7^ 


7* 


9¥ 


6 ¥ 


11 


lO^ 


3 + 


9 # 




12 


A # 


8^ 


lO ♦ 


K # 


13 


KW 


2¥ 


q4 


7 # 



The dealer wins four odd tricks. 



218 



ADVANCED BRIDGE 



ILLUSTEATIVE HAND NO. 12 

Thick 5. — Z finds that the seven of diamonds is a 
card of re-entry and plays to establish the elnb suit. 

Teick 12. — Z can well afford to chance the mak- 
ing of a small slam. 



ILLUSTKATIVE HANDS 



219 



A CARD OF RE-ENTRY 

It is the first game, score love all. Z, the dealer, makes it 
no-trumps." 

As 4 2 

+ 8 7 5 4 3 No. 12 

♦ 7 432 

¥a 



Al09 7 3 
+ 9 6 
♦ l05 

If Q J 7 6 4 




Q 6 
4»A K 2 
♦ a K Q 6 
¥k 3 2 



♦ K J 5 
+ Q J lO 

♦ J 9 8 
¥l09 8 5 



TRICK 


A 


Y 


B 


Z 


1 


6 V 


a¥ 


8 V 


2¥ 






2* 


8^ 


A^ 


3 


io# 


3i 


94 


K# 


4: 


6 + 


44 


J ♦ 


Q» 


5 


9 + 


3 + 


10 + 


A + 


6 


3^ 


4 + 


J + 




T 


7* 


5 + 


Q + 


2 + 


8 


4 V 


2^ 


lo¥ 


KV 


9 


9^ 


7» 


5 V 


6^ 


10 


7¥ 


84» 


9 V 




11 


J V 


7 + 


5 A 


3 V 


IS 




8^ 


J A 




13 


Q¥ 


4* 




A^ 



The dealer makes a small slam. 



220 



ADYA^s'CED BRIDGE 



ILLTJSTEATIVE HAND NO. 13 

Trick 1. — Z cannot afford to hold up the ace of 
spades^ as the entire diamond suit is against him. 
The game can neither be saved nor won unless the 
king of clubs is in B^s hand. Should this be the case^ 
it may be necessarj^ to lead twice f rom Y^s hand. 

Z proceeds to make these entry cards by leading 
the high hearts from his own hand. The situation 
is one that is not only interesting but instructive. 



ILLUSTRATIVE HAXDS 



221 



DOUBLE ENTRY 

It is the rubber game, score twenty- four to nothing against 
the dealer. Z deals and makes it no-trump." 



A 7 5 
4» 9 8 6 
♦ 7 6 5 4 

K 5 4 3 



No. 13 



J 108 6 4 3 
+ 7 4 

♦ j 

V J 9 7 




2 

+ K103 

♦ a K Q103 2 



TRICK 


A 


Y 


B 


Z 


1 


loA 


5^ 


2 A 


A^ 


2 


7 V 


3¥ 


8V 


A^ 


3 


9¥ 


4¥ 




Q¥ 


4 


J V 


Ky 


24 


6 ¥ 


5 


4 + 


9 + 




J + 


6 


3^ 


5¥ 


34 


2 V 


7 


7 + 


8<^ 


3 + 


2 + 


8 


4^^ 


6 + 




Ai|i 


9 


6^ 


7* 






10 


8^ 


4# 


io4 


5^ 


11 


j4 


5^ 


Q± 


8# 


13 


J A 


6* 




94 


13 




7* 


A# 


9 A 



The dealer wins four odd tricks. 



222 



ADYA^SrCED BRIDGE 



ILLUSTRATIVE HAND NO. 14 

Thick 1. — Z^s only hope to win the game is to es- 
tablish and make the diamond suit in Y's hand. To 
do this it may be necessary to have an entry card. 

Teick 2. — B very properly refuses to part with 
the commanding diamond and waits until the last 
diamond has been played from the dealer^s hand. 

Teick 5. — There is little excuse for the dealer^s 
play of the ace of clubs at this point. He cannot lose 
by playing a low card. 



ILLUSTRATIVE HA^^-DS 



223 



OVERTAKING TO MAKE AN ENTRY CARD 

It is the first game, score love alL Z, the dealer, makes it 
no-trump." 



♦ KQ 5 
+ K 8 6 

♦ lO 
VJ 9 



6 5 3 2 




No. 14 



A J 107 
+ 0109 5 
♦ A 9 5 
VlOS 7 



TRICK 


A 


Y 


B 


z 


1 


5¥ 


QV 


7 V 


A V 




104 


2 ♦ 


54 


Qi 


3 


2 V 


J ♦ 


94 


iT 


4: 


3 V 


3 ♦ 


a4 


4i 


5 


64» 


7 + 


5 + 


A + 


6 


6 V 


k¥ 


8 V 


4¥ 


7 






10 V 


24» 


8 






9 + 


34* 


9 


9 V 




7 + 


4* 


10 




9 A 


loA 


A A 


11 




3 + 


J ^ 


2 A 


12 




J + 


10 + 




13 




8 A 


Q + 


6^ 



The dealer wins three odd tricks. 



224 



ADYAKCED BRIDGE 



ILLIJSTEATIVE HAND NO. 15 

Trick: 1. — It is wrong to hold up an aee when one 
entire suit is against you. You must take the lead 
and make all that is possible in the other suits. 

Trick 2. — The spade suit looks tempting^ but the 
club suit is longer and the dealer cannot afford to run 
the risk of the adversaries^ obtaining the lead. Hasty 
and careless play to the first lead of clubs would ruin 
the hand. Y must begin to unblock. 

Trick 8. — The game is saved and cannot be won 
unless the finesse in the spade suit is successful. 



ILLUSTEATIVE HAiq"DS 



NOT HOLDING UP AN ACE. UNBLOCKING 



It is the rubber game, score twenty-four to nothing against 
the dealer. Z, the dealer, makes it no-trumps." 



10 9 6 5 
4»10 9 4 
♦ 542 
V7 4 



No. 15 



8 2 
+ Q 5 
♦ j 103 
Vqio9 8 3 




A4 3 

+ J 6 

♦a K Q 9 7 6 

J 5 



J 7 

4iA K 8 7 3 2 
♦ 8 

Va 6 2 



TMCK 


A 


Y 


B 


Z 


1 


8 V 


4 V 


K V 


A ¥ 




5 + 


9 + 


6 + 


A + 


3 


Q + 


10 + 


J + 


k4» 


4: 


3 ♦ 


4 + 


6 ♦ 


8if» 


5 


lot 


7 ^ 


3^ 


7 + 


6 


3 V 


2 ♦ 


4^ 


3 + 


7 


J ♦ 


4 ♦ 


7 ♦ 


2± 


8 


2 A 


5^ 


9 ♦ 


qA 


9 


8 A 


6^ 


Qt 


J ^ 


10 




A^ 


5 ¥ 


7A 


11 


9 V 


10 A 


J ¥ 


2 


13 


10 V 


9 A 


Kt 


6 ¥ 


13 




5 ♦ 


A ♦ 


8 # 



The dealer makes a small slam. 



226 ADTAXCED BRIDGE 



ILLUSTRATIVE HAND XO. 16 

Tricks 1 axd 2.— Z refuses to part with the ace of 
hearts^ and waits until B^s last heart has been played. 

Trick 4. — B cannot afford to win the queen of 
clubs with the king. The dealer may have another 
club to lead. As the dummy holds no card of entry, 
B hopes to block this suit by waiting until the last 
club has been played from the dealer^s hand. 

Trick 5. — The dealer can, without doubt, make 
an extra trick by playing the ace of clubs, but he im- 
agines that the king of clubs is with A. 



ILLUSTKATIYE HAXDS 



227 



HOLDING UP A KING 



It is the first game. Score 8-0 against the dealer. Z, the 
dealer, declares no-trumps." A leads for the first trick. 



As 4 2 

♦ a J 108 7 3 

^86 

V4 2 



No. 16 



8 6 
+ 9 4 
♦ l0 9 5 
VK Q J 5 3 




A A103 
4» K 6 2 
♦ K J 4 2 
¥ lOS 6 



Ak Q 9 7 
+ Q 5 

♦ A Q 7 3 

Va 9 7 



TRICK 


A 




B 


z 


1 




2V 


6V 










8V 




3 


3 V 


2 A 




aV 




4 + 


34» 






5 


94» 


IO + 


K + 




6 


5* 


6f 


2* 


Q» 


T 


6 A 


4^ 


A A 


kA 


8 


9t 


8* 


k4 


a4 


9 


8 A 


5^ 




qA 


10 


J ^ 


7 + 


lO^ 


7^ 


11 


TV 


8 + 


64» 


9 A 


13 


TV 


J + 


4* 


3* 


13 


lO ♦ 


a4» 


J ♦ 


74 



The dealer loses two odd tricks. 



^228 



ADYAXCED BRIDGE 



ILLUSTEATIYE HA2s^D XO. 17 

Teick 1. — To win the game Z must establish and 
make the club suit ; as A holds both queen and jack 
of clnbs;, he must make one trick. 

Trick 2. — A plays very badly in attemptin[; to 
win this trick. This mistake^ however, is often 
made. Should A refuse to win this trick it would 
be impossible for the clubs in Y^s hand to make. 

Trick 9. — B^s only hope is to find his partner 
strong in spades. 



229 



OVERTAKING, LOSING A TRICK, IN ORDER TO 
MAKE A SUIT 

It is the rubber game, score love all. Z, the dealer, makes 
it no-trumps." 



♦ 8 6 4 

♦ K109 8 6 5 

♦ 106 
¥ 5 4 



No. 17 



Ak105 
+ Q J 7 2 
♦ 5 4 2 
¥ 9 8 3 




J 3 
+ — 
♦ A J 9 7 3 
V K J 10 6 2 



TRICK 


A 


Y 


B 


z 


1 


2 + 


5 + 


2V 


a4» 




J + 


6 + 


3* 


4 + 


3 


9¥ 


4¥ 


eV 




4 


7 + 




7^ 


34» 


5 






94 


2^ 


6 


2^ 






7A 


7 


4^ 


9i^ 




9 A 


8 


5* 




A» 


8^ 


9 


54^ 


4* 




a^ 


10 


3¥ 


6# 


3 A 


K 


11 


8¥ 


5¥ 


J A 


Q 


Ifi 




6 A 


j¥ 


a¥ 


13 




8 A 


k¥ 


7V 



The dealer wins four odd tricks. 



230 



ADYAXCED BRIDGE 



ILLUSTEATIYE HAXD XO. 18 

Teick 2. — Should Z finesse and lose, Y*s suit 
would be blocked and the adversary would undoubt- 
edly take out Y^s only re-entry card. The suit must 
be cleared before this re-entry card is gone and many 
games and rubbers are lost by hasty play in positions 
of this kind. 



ILLUSTRATIVE HAXDS 



231 



NOT TAKING A FINESSE 

The score is eighteen to nothing against the dealer, 
and makes it '^no-trumps." 



Z deals 



^8 7 

+ J 109 6 5 4 
4 7 3 2 
K 



No. 18 



♦ Q4. 
+ K 8 

♦ Q 9 6 

y Q J 8 7 6 2 




4^ K J 109 
4» 7 3 2 
♦ 108 5 
V 10 9 5 



A A 6 5 3 2 
* A Q 
4 A K J 4- 
V 4 3 



TRICK 


A 


Y 


B 


z 


1 


7 ¥ 




5¥ 


3¥ 






4 + 


24» 


Ai^ 


3 


KJh 


54» 


3 + 




4: 


2 V 


A V 


9 V 


4¥ 


5 


6 V 


J 4i 


7 + 


2 A 


6 


44^ 




8 ♦ 


3 A 


7 


8 V 


9 + 


5 ♦ 


5^ 


S 


J ¥ 


6 + 


9 A 


6 A 


9 


6 ♦ 


24 






10 


9 ♦ 


3 ♦ 




A* 


11 




7A 


J A 


A A 


13 


Qf 




io¥ 


4* 


13 




8 A 




J ♦ 



The dealer wins four odd tricks. 



232 



ADVANCED BRIDGE 



ILLUSTEATIVE HAXD XO. 19 

Thick 1. — Should Z refuse to win the first round 
of spades with the king, his hand may be led through 
and the king captured. He cannot gain by holding 
up this high card unless the original leader holds a 
six-card spade suit as well as the ace of hearts. In 
other words, he will lose if A has a four- or a five- 
card suit, and can only win if A holds a six-card 
suit and the ace of hearts. In the play of any hand^ 
the usual, not the unusual distribution of the cards 
should be considered. 

Trick 2. — Z must play the hand with a certain 
goal in view — ^eight tricks. If he leads the dia- 
monds, he is compelled to guess, and a wrong guess 
would be disastrous. As the ace of hearts must 
win. Z hopes, by allowing the spades to make, to 
obtain information which will guide him to a suc- 
cessful finesse. 

Tricks 4. 5. axd 6. — Why does B protect both 
clubs and diamonds ? 

Trick 9. — A*s discard of the two of diamonds is 
informative and as B is protecting the diamond suit 
the dealer can safely infer the location of the queen. 



ILLUSTRATIVE HAi^DS 



233 



FORCING DISCARDS TO LOCATE A FINESSE 

It is the rubber game, score twelye to twenty-four against 
the dealer. Z passes the make. Y declares no-trumps." 



4^9 5 
+ A 8 7 3 
4 A lO 8 6 
^ KQ 3 



No. 19 



♦ a J lO 7 
4»K lO 6 
4 9 4 2 
V 3 2 




8 3 2 
4>J 9 2 
4 K J 7 
V J lO 7 



♦ Q4. 

+ Q 5 4 

> Q 5 3 
^ A 9 6 5 4 



TRICK 


A 


Y 


B 


Z 


1 




5 A 


qA 








Q¥ 


A 


7 ¥ 


3 




9A 


4A 


2 A 


4: 


A^ 


3 + 


4 ¥ 


3 A 


5 


J A 


7 + 


5 ^ 


8^ 


6 


6 A 




6 ^ 


2 + 


7 




A4i 


4 + 


9 + 


8 


8¥ 


3¥ 


9^ 


J w 


9 


2^ 




5 + 


ID V 


10 




6 ^ 


3 


J # 


11 




8 ♦ 


5 f 


K 


13 


10 + 




Q ^ 


7 # 


13 






Q + 


J 4» 



The dealer wins two odd tricks. 



234 



ADVANCED BRIDGE 



ILLUSTEATIVE HAND NO. 20 

Trick 2. — Z cannot afford to lead diamonds from 
Y^s hand^ as this would take out the only entry card. 

Trick 3. — B waits until Z^s last diamond has been 
played. 

Trick 6. — Z endeavours to establish an entry card 
for Y by sacrificing a high card from his own hand. 
B again tries to block the dealer^s game. 

Trick 7. — The ace of hearts is now marked with 
B, and the Finesse Obligatory must be taken. Un- 
less the jack of hearts lies with Y can never make 
the diamond suit. 

Trick 11. — It is very difficult for A to mark the 
two of clubs. 



ILLUSTKATiVE HAKDS 



235 



DESCHAPELLES COUP. FINESSE OBLIGATORY 



It is the rubber game, score love all. Z, the dealer, makes it 
• no-trumps." 



♦ q 8 5 4 
+ 8 

♦ J 9 7 5 4 
Vq106 



No. 20 



♦ k lO 6 
•i»10 7 6 5 3 

♦ 10 6 
¥ J 3 2 




Aa 3 2 
•jiA K Q 2 
♦ A Q 2 
V K 8 7 



A Q J 7 

+ J 9 4 

♦ K 8 3 

V A 9 5 4 



TRICK 


A 


V 


B 


z 


1 


5 + 


8 + 


J 4» 


a4» 




6# 


44 


3# 


XT 


3 






8^ 




4: 


6 A 




K» 




5 


3 + 


4 + 


94» 


k4» 


6 


2V 








7 


sV 


io¥ 


aV 


8V 


8 


6 + 


5 A 


4 + 


Q+ 


9 


J V 




5V 


7V 


10 






9V 


2 + 


11 




9* 


7 + 


3 A 


13 






J ♦ 




13 


10 + 


84|k 




2 + 



The dealer wins four odd pricks. 



236 



ADVANCED BRIDGE 



ILLUSTEATIVE HAND NO. 21 

Trick 2. — Z infers that the adversaries will not 
continue with the spade suit as Y holds a tenace over 
A^s cards. Every suit is protected^ but it would be 
dangerous to have clubs led through^ for^ should A 
obtain the lead^ this entire suit might be brought in. 
Tn all probability the adversaries will make a trick 
in diamonds and Z prefers that the first be taken 
byB. 

Trick 3. — B leads an irregular card in hearts so 
that A can mark his suit. Z cannot afford to have A 
lead and so takes this trick. 



ILLUSTKATIYE HA^iTDS 



237 



NOT ALLOWING ADVERSARY TO LEAD THROUGH 
A ONCE GUARDED KING 

It is the rubber game, score eight to twenty against the 
dealer. Z deals and makes it ''no-trumps." 



♦ q109 6 3 
+ 108 4- 
♦Q 7 2 




No. 21 



^8 2 

4»A Q J 9 5 3 

9 

VQ 9 2 





A 


Y 


B 


Z 


1 


6^ 


7A 


8 A 


A A 




2 ♦ 


8 ♦ 


J # 


4 ^ 


3 


J V 


3 V 


9 V 


A ¥ 




7 ♦ 




9 ♦ 


5 # 


5 


□ ♦ 


3 ♦ 


2 A 


A # 


6 


4 + 


4. ^ 


3 + 


lO # 


7 


8 + 


5 ¥ 


54» 


6 4^ 


8 


3^ 


J A 


9 + 


5^ 


9 


9^^ 




J ♦ 




10 


K» 


io¥ 


2 ¥ 


6 W 


11 




8 ¥ 


Q + 


7 ^ 


13 


lo A 


7 + 


q¥ 


2 + 


13 


io4» 




A* 


6 + 



The dealer wins two odd tricks. 



238 



ADVANCED BRIDGE 



ILLUSTEATIYE HAITD Js^O. 22 

Thick 1. — Z hopes to exhaust the hearts in B^s 
hand. 

Teick 4. — To make two odd tricks is simple. To 
win the game A imist not get the lead. With an es- 
tablished suit against j^on, yoii should not take a 
finesse^ which would allow the adversary with the es- 
tablished suit to obtain the lead. To lead the queen 
of clubs from Y^s hands would be dangerous. The 
possibilities lie in the diamond suit. therefore^ 
leads a diamond and allows B to win the trick. The 
dealer must play the ace of clubs^ f or^ should the dia- 
monds f all^ the game is assured. 



ILLUSTRATIVE HANDS 



239 



NOT ALLOWING AN ESTABLISHED SUIT TO MAKE 

It is the rubber game, score twenty-four to nothing against the 
dealer. Z deals and makes it no-trumps." 



4^ 9 7 5 
+ K 8 
♦ Q 4 3 

Q J 10 5 




No. 22 



A 8 6 2 
+ 643 2 
♦ J 109 
V 9 4 2 



TRICK 


A 


Y 


B 


Z 


1 


Kir 


6 V 


2 V 


3 V 




lo V 


7 V 


4 V 


8 ¥ 


3 


J V 


3 + 


9 V 


A V 


4: 


3 ♦ 


2 ♦ 


9* 


7 ♦ 


5 


8 + 


9 + 


2 + 


A* 


6 


5^ 


J A 


2 + 


4 A 


7 


4 ♦ 


Af 


lO ♦ 


5 + 


8 


Q4 


K4 


J ♦ 


7 + 


9 


7 + 


8 ♦ 


6 + 


10 + 


10 


9 A 


6f 


8 A 


J + 


11 


5 V 


5 ♦ 


3 + 




13 


Q V 


qA 


4 + 




13 






6 + 


A A 



The dealer wins four odd tricks. 



240 



ADYAis^CED BKIDGE 



ILLUSTKATIVE HAND NO. 23 

Trick 3. — With four spades in B^s hand, to make 
this suit Z must allow B to win the first trick. 

Trick 10. — Z hopes to make the king of diamonds 
by leading from the weak hand. 



ILLUSTRATIVE HAXDS 



241 



"DUCKING" 

It is the first game, score love alL Z, the dealer, makes it 
no-trumps." 



♦ a K Q107 5 4 
4»9 6 4 

♦ l07 



No. 23 



A 

4iQ lO 8 5 
♦ q 6 3 2 
Vq107 6 4 




As 6 

4»A 7 3 2 

♦ K 8 5 

¥a K J 2 



A J 9 3 2 
4»K J 

♦ a J 9 4 

¥9 8 5 



TRICK 


A 


Y 


B 


z 


1 


6¥ 


3¥ 


8¥ 


J ¥ 




24 


4 A 


9 A 


8^^ 


3 


4¥ 


4 + 


9¥ 


a¥ 


4: 


5 + 


qA 


2 A 


6 A 


5 


7¥ 


A A 


3^ 


2 + 


6 


84* 


kA 


J ^ 


3 + 


r 






4^ 


7 + 


8 


Q* 


7A 


9* 


5^ 


9 


io¥ 




J ♦ 


2¥ 


10 


3^ 


7 i 


A^ 


8* 


11 


q¥ 




5¥ 


k¥ 


IS 


6^ 




J ^ 


K J 


13 




9 + 


k4» 


a4» 



The dealer wins five odd tricks. 



342 



ADVANCED BRIDGE 



^ ILLUSTEATIVE HAND NO. 24 

Holding the ace^, king^ and jack of a suit, provided 
the queen is not in dummy, it is often advisable to 
wait until your partner can lead through the dealer^s 
hand. To lead through a king in dummy is sound 
play, especially when you hold a sequence. Z cannot 
gain by covering the honour led. He hopes that the 
ace will fall to the first or second lead. 

Trick 5. — B indicates his suit before returning 
his partner^s original lead. 



ILLUSTRATIVE HAXDS 



243 



LEADING THROUGH DUMMY'S STRENGTH 

It is the first game, score eight to nothing against the dealer, 
Z, the dealer, passes the make. Y declares hearts. 



2 

+ K 9 8 
♦ 6 4 3 
Va Q J 7 5 



No. 24: 



♦ lO 7 5 

♦ A K J 5 
VK6 3 




♦ q 9 8 3 
4»7 3 2 

♦ Q107 
V 109 4 



A A K 6 4 
4» A 6 5 4 
♦ 9 8 2 
¥ 8 2 



TRICK 


A 


Y 


B 


Z 


1 




3* 


2* 


7^ 




Q + 


84" 


4 + 


24» 


3 




94» 




34* 








A + 


7 + 


5 




2 A 




3^ 


6 


J ♦ 


4# 


9# 


!©♦ 


7 


A^ 




8* 


q4 


8 


7* 


J A 


A A 


8 A 


9 






44^ 


9 A 


10 


3V 


aV 


2V 


4¥ 


11 


kV 


7¥ 


8V 


9¥ 


13 


54 


J V 


6 + 




13 


6V 


q¥ 


6^ 


io¥ 



The dealer loses three odd tricks. 



244 



ADYA^s^CED BRIDGE 



ILLUSTEATIVE HAND NO. 25 

Trick 1. — Many players would be tempted to lead 
the supporting diamond rather than to open the 
four-card suit. 

Trick 2. — Should B lead the ace of spades the ruff 
would be established in the weak hand. As B holds 
protection in all of the suits^ his best play is to lead 
trumps through the strong hand. 

Trick 3. — It would be bad play for A to return his 
partner\s lead of trumps. He holds the king of 
trumps protected and must wait until his partner 
can again lead through the dealer^s hand. It would 
be wrong to continue his original lead of spades^ as 
the dealer could then stop the lead of trumps and 
give dummy the ruff. A infers from his partner^s 
lead of trumps that he holds strength in the other 
suits, and the ten of diamonds is undoubtedly his 
best play. 

Trick 4. — B again leads through the strong 
trump hand, A makes his king and leads his losing 
trump to draw two for one. No matter how the 
dealer may play he cannot prevent his adversaries 
from making the remaining tricks in spades or in 
diamonds, it being impossible to obtain the lead in 
dummy. 



ILLUSTRATIVE HANDS 



245 



PREVENTING THE WEAK HAND FROM RUFFING 



It is the rubber game, score sixteen to eight in favour of the 
dealer. Z, the dealer, makes it hearts and A leads for the first 
trick. 

A 5 4 

+ K Q 6 5 2 No. 35 

^ K J 4. 
V 7 6 4 



lO 9 2 
4»9 7 4 
410 9 5 

J 2 




K 6 
10 8 3 

4>A Q 8 2 

^5 3 



TRICK 


A 


Y 


B 


Z 


1 


2^ 


4^ 




3 A 




J y 




5 V 


8^ 


3 








3^ 






6 V 


3^ 


9^ 


5 


2V 




2# 




6 


4 + 


24» 


34* 


A + 


7 


5* 






6 


8 


9A 


5 A 


A A 


7^ 


9 




4^ 


6 A 


8 A 


10 






8 f 


J ^ 


11 


9 f 


eJh 


84» 


7 


IS 


7 + 




10 + 




13 


9 + 


k4» 


J + 


A 



The dealer loses three odd tricks. 



246 



ADYAKCED BRIDGE 



ILLTJSTEATIYE HAND NO. 26 

Trick 1. — A is almost strong enough to lead the 
trump originally, but holding the ace and king of a 
suit his best play is to take a view of the dummy 
hand. 

Trick 2. — The queen of spades falling in the 
dealer^s hand indicates that the weak hand will ruff. 
A leads trumps through the strong hand. 

Trick 3. — B has no reason to wait for the trumps 
to be led through again, as he does not hold a tenace 
over dummy. He, therefore, leads the ace and then 
a low trump in order to exhaust trumps from the 
weak hand. 



ILLrSTEATIVE HaXDS 



247 



PREVENTING THE WEAK HAND FROM RUFFING 



It is the first game, score love all. Z. the dealer, passes the 
make. Y declares hearts. A leads for the first trick. 



^ A K J lO 
+ Q J 8 3 
♦ A Q 2 
V 7 6 



^9 4 3 2 

i¥iA K 6 

♦ t 

V K J 9 5 3 




No. 26 



A S 7 6 5 
•?i lO 2 
♦ K J 8 4 
V A Q 8 



TRICK 



1 




24k 


5^^ 




3 


7V 


3V 




2¥ 


3 


6V 


5V 


a¥ 


4¥ 


4 


24 


9V 






5 






2* 


44» 


6 




A«¥» 




54> 


7 


J* 


64> 


6 ^ 


7^ 


8 


aA 


3^ 




9i?» 


9 


J 4|k 


4^ 




3i 


10 




9^ 




5* 


11 


A» 


7* 


84 


6^ 


13 


Q«l» 






9* 


13 


Qf 






lO^ 



The dealer loses two odd tricks. 



248 



ILLUSTEATIVE HAND ^0. 27 

Thick 2. — The dealer after taking the force lead> 
trumps in order to bring in tlie established spade 
suit. 

TuiCK -i. — This is the critical point in the hand. 
A can continue to force the strong trump hand, but 
as the trumps are evidently all established in the 
dealer^s hand, it would enable the dealer to take out 
the remaining trumps and make the spades. 

This situation is interesting and deserves careful 
study. It is too late to force when the adversary 
holds an established suit against you. You must 
make what you can in the other suits before giving 
up the lead. 

Teick 5. — A overtakes the queen of clubs in or- 
der to continue the lead. 

Teick 7. — B discards his only spade. 

Thick 8. — A gives B the opportunity to make his 
losing trump. 



ILLUSTRATIVE HA:S'DS 



NOT FORCING 



It is the first game, score love alL Z, the dealer, makes it 
hearts. 



♦ a K Q J 8 7 6 
4»10 8 

♦ lO 8 
V J 9 



No. 37 



^ 10 2 
4iK J 9 2 
♦ A KQ J 7 
¥ A 5 




A9 

+ A Q 6 

f 9 6 5 4 3 
^742 



¥ K Q lO 8 6 3 



TRICK 


A 


Y 


B 


Z 


1 






2 'J 


3 ^ 


a 


5¥ 


j¥ 


2¥ 


6^ 


3 


a¥ 


9¥ 


4¥ 




4: 


24» 


84» 


a4» 


3 + 


5 


k4» 






4 + 


6 


J + 


lO ^ 




5 + 


7 


94» 


6 A 


9 A 


7 + 


8 


lO^ 


J A 


7 


3^ 


9 


7# 


7^ 


3 


8 


10 


2^ 


8^ 


4 


4A 


11 


J ♦ 




5 


5^ 


13 






6 


lO 


13 


A# 




9 


Q 



The dealer wins the odd trick. 



g50 



ADYAXCED BRIDGE 



ILLUSTEATIA^E HAXD XO. 28 

Trick 1. — Z false cards the ace of hearts to tempt 
A to again lead the suit. 

Trick 3. — The correct play of third hand is high 
unless tvro or more honours are held in sequence^ in 
which case the Icu'er honour is played. B's play of 
the jack denies the ten and the king. It would^ 
therefore, be bad play for A to continue his suit. 
He must wait until his partner can lead through the 
dealer^s hand. 

A^s best lead is through the strength of the dum- 
my hand^ and he leads the highest card of his se- 
quence. 

Trick 4. — B must wait until his partner can again 
lead through the king of diamonds^ and so returns 
his partner's original lead. 



ILLUSTRATIVE HAXDS 



251 



INFERENCE 



It is the rubber game, score twenty-four to nothing against 
the dealer. Z, the dealer, makes it no-trumps." 



4^ lO 5 3 2 
4»9 7 4 
♦ K J 3 2 

2 



No. 28 



♦ 7 6 4 
+A K 

♦ lO 9 5 
VQ 9 7 6 3 




^ Q J 9 8 
•?i 6 2 
♦ A Q 8 4 
V J 5 4 



4»Q J lO 8 5 3 
♦ 7 6 

¥a k lo 



TRICK 


A 


Y 


B 


z 


1 




2V 


J V 


AV 


3 




44» 


2 + 


Q + 


3 




J* 


Qf 


64 


4c 


Q¥ 


8V 


5V 


lOV 


5 


9V 


2^ 


4V 


K¥ 


6 


a4» 


7 + 




J 4» 


7 


7 V 


3 A 


8 A 


7f 


8 


3V 


5 A 


9 A 


34» 


9 


94 


24 


44 


5 + 


10 


5^ 


34 


8 4 


84» 


11 


4^ 






kA 


13 


6^ 




qA 


a4^ 


13 


7^ 


9«?» 




io4" 



The dealer loses three odd tricks. 



252 



ADYAKCED BRIDGE 



ILLUSTEATIVE HAND NO. 29 

Trick 1. — With three cards of re-entry in his 
hand A can afford to lead one of them in order to 
gain information as to the position of the cards in 
his long suit. Winning the first tricky A can clearly 
see the situation. The play of the two of hearts 
by B indicates that he cannot hold f onr cards in the 
heart suit. Should A continue leading hearts he 
must establish one or more cards in the dealer^s 
hand. 

Trick 3. — A cannot afford to lead spades^ as Y 
holds a double major tenace over his hand. As the 
dealer^ has passed the make^ A can mark strength in 
the diamond suit with B. He^ therefore^ abandons 
his own suit and endeavours to help his partner by 
leading the singleton diamond. B overtakes the jack 
of diamonds and continues with the suit. 



ILLUSTRATIVE HAXDS 



253 



INFERENCE 

It is the rubber game, score twenty to nothing against the 
dealer. Z, the dealer, passes the make. Y declares '^no- 
trump. " 

Q lO 

+ A Q J 8 4 2 No. 39 

♦ a 2 

5 



J 

♦ 9 7 

♦ j 

¥a KQ 3 



8 5 4 3 




^7 

+ K 6 

♦ KQ10 9876 
6 2 



TRICK 


A 


Y 


B 


Z 


1 




5^ 


2 ¥ 


4^ 




qV 


8 V 


6^ 


J ^ 


3 


J ♦ 


2^ 


Q# 


3 f 


4: 


3^ 


A^ 


6 


4 # 


5 


7 + 


a4> 


6 + 


3 + 


6 


9 + 


Q + 


Ki^ 




7 


4A 




K 


5 i 


8 


5 A 


qA 


lO 


2 A 


9 


8 A 


2 + 


9 


6 A 


10 


J ^ 


4 + 


8# 


9 A 


11 




84» 


7 # 




la 


A V 


J + 


7 ¥ 


lO^ 


13 


3 V 


aA 


7A 


9 ¥ 



The dealer loses four odd tricks. 



254 



ADVANCED BRIDGE 



ILLUSTEATIVE HAND NO. 30 

Trick 1. — B's play of the queen denies the jack^ 
which A marks with the dealer. 

Trick 2. — The dealer can lead his high spades^ 
but this lead might establish a trick in the suit for 
his adversaries. His best play is to conceal the 
strength in this snit^ and to establish the clnb siiit. 

Trick 3. — A is placed in a difficult position; if he 
continues with his diamonds the jack will make. 
He must place the lead with B so that the dealer'^ 
hand may be led through. The heart suit is better 
than the spade suit^ as dummy holds an honour to 
lead through. 

Trick 4. — B must wait until his partner can 
again lead through the king of hearts^, and so returns 
A^s original lead. 

Should A continue with the lead of diamonds at 
trick two the dealer would win four odd tricks in- 
stead of losing that number. 



ILLUSTKATIYE HAISTDS 



255 



INFERENCE 



It is the rubber game, score sixteen to nothing against the 
dealer. Z, the dealer, makes it no-trump." 



4^9 8 7 5 

+ 8 6 5 4 
♦ 8 3 

V K 8 7 



No. 30 



3 2 
+ A 3 

♦ K lO 9 7 2 
V6 5 2 




♦ J 106 
ifil02 

t QG 5 

¥ A Q J 9 4 



K Q 
+ K Q J 9 
♦ a J 4 
¥lO 3 



TRICK 


A 




B 


z 


1 


7^ 






A # 




A + 


4 + 


2 + 




3 


6 


7V 


J ¥ 


3¥ 


4: 


9 ^ 


8f 


64 


4f 


5 




5 + 


5^ 


J 4^ 


6 


lO ^ 


6 + 


10 + 




7 


2 


84» 


6^ 


7 + 


8 


5 ^ 


8¥ 


Q 


94» 


9 


2¥ 




A 


J + 


10 


3 + 


5^ 


9 




11 


2^ 


7A 


4 




13 


3^ 


8 A 


lO A 


aA 


13 


4 A 


9^ 


J ♦ 





The dealer loses four odd tricks. 



256 



ADVANCED BRIDGE] 



ILLUSTEATIYE HAND NO. 31 

Trick 2. — B^s return of the three of hearts shows 
the situation to A. It is the rule at ^^no-trump^^ to 
return partner^s suit with your highest card. A can 
mark Z with two cards in the suit higher than the 
three. 

Trick 3. — It would be bad play for A to lead his 
king of hearts^ as this would establish the queen for 
Z. A opens the low diamond, hoping that B can 
obtain the lead. 



ILLUSTRATIVE HAJ^"DS 



257 



LEADING THROUGH 



It is the rubber game, score love alL 
It no-trump," 

♦ kQ J 4 3 
+ KQ J 7 

♦ J 5 2 



5 

+ 9 3 

♦ Q lO 6 4 

¥K J 8 7 6 



Z, the dealer, makes 



No. 31 




As 7 2 
4»10 6 5 4 

♦ a 7 3 

3 2 



TRICK 


A 


Y 


B 


Z 


1 


7 V 


loV 


A V 


4¥ 




J V 


2 ♦ 


3 V 


9 ¥ 


3 


4^ 


5^ 


a4 


8 ♦ 


4 


6^ 


J ♦ 


2 V 


5 ¥ 


5 




7 + 


3 ♦ 


q¥ 


6 


8 V 


3A 


7 ♦ 


9 ♦ 


7 


Q ♦ 


4A 


2 A 




8 




J A 


74i 


A A 


9 


6^ 


qA 


8 A 




10 


3 + 




4 + 


9 A 


11 


9 + 




5 + 


24» 


13 


6 # 


Q + 


6 + 


8 + 


13 


lO - 


J + 


io4» 


A + 



The dealer wins the odd trick. 



.258 



ILLUSTEATIYE KANB XO. 33 

Teick 1. — B's play of tlie jack denies the ace, 
which must be with the dealer. 

Teick: 2. — Should A allow the queen of hearts to 
win this trick, his re-entry card would be taken out 
before his suit is cleared. He must overtake his 
partner's card in order to establish the suit. 

Teick 4. — The dealer hopes that the ace of clubs 
is with B, as this would shut out A' s heart suit. 



ILLUSTRATIVE HAXDS 



OVERTAKING BY THE ADVERSARY 



It IS the second game, score twenty- four to nothing against 
the dealer. Z, the dealer, makes it no-trump." 



♦ Q 4 2 
4» lO 9 6 

♦ A J lO 5 4 
V 5 3 



No. 33 



4^9 8 3 
+ A 7 
48 3 

lO 9 8 6 4 




♦ J lO 6 5 
+ 5 4 3 

♦ Q 9 7 2 

J 



TRICK 


A 


Y 


B 


Z 


1 


8 ¥ 


3 ¥ 


J ¥ 


2 ¥ 




K¥ 


5¥ 


Q 


7 ^ 


3 


4 ¥ 


2 A 


4 + 


a¥ 




A* 


6 + 


3 + 




5 


lo ¥ 


4 # 


5 + 


7A 


6 


9 ¥ 


5 1 


24 


2 + 


7 


6 ¥ 


lO ♦ 




8 + 


8 


8 ♦ 


J 


Q# 


K# 


9 


7 + 


9 + 




U + 


10 


3 ♦ 






J + 


11 


3A 


4A 


J 4 


A A 


13 


8^ 


qA 


7 ♦ 


kA 


13 


9^ 


A» 


9 ♦ 


64 



The dealer wins the odd trick. 



260 ADYAXCED BRIDGE 



ILLUSTEATIVE HAXD XO. 33 

Thick 2. — As A holds no card of re-entry except 
the ace of diamonds^ he cannot afford to win this 
trick. He mnst trust B for a card of re-entry and 
a diamond to lead. The play can only lose one tricky 
and it may save the game. 

Trick 3. — Z must establish the spade suit. 



ILLUSTRATIVE HAXD3 



261 



REFUSING TO PLAY THE HIGH CARD OF A 
LONG SUIT 

It is the rubber game, score love alL Z, the dealer, makes 
it no-trumps." 



No. 33 



♦ 6 2 

+ 9 6 2 

♦ A107 6 
V 6 4 3 




4^ A 5 3 
4» K 8 3 

♦ Q 9 3 
V 109 8 



TRICK 


A 


Y 


B 


z 


1 


6^ 


2* 


q4 






5^ 


44 


9^ 




3 


2^ 




A^ 




4 


A* 


k4 


3^ 


4 + 


5 


!©♦ 


8i|^ 


3 A 


Q + 


6 


7^ 


9 A 




2¥ 


7 


9 + 


5 + 


34» 


a4» 


8 


6^ 


7 + 


8 + 




9 


2 + 


10 + 


7V 




10 


64" 


J + 


8V 


J ^ 


11 


3V 


sV 


9^ 




12 


4V 






a¥ 


13 


6¥ 




k4» 


J V 



The dealer wins two by cards. 



262 ADYAXCED BRIDGE 



ILLUSTKATIVE HAND NO. 34 

Trick 1. — B wins the first trick with his lower 
honour in sequence. 

Trick 2. — The usual rule at " no-trump'^ is to re- 
turn partner^s lead with your highest card. This is 
done to prevent blocking and in order not to mis- 
lead. To arrange the lead^ B returns the low spade, 
knowing that he can neither deceive nor block his 
partner^s suit. He arranges the lead so that hearts 
may be led through the dealer^s hand. 



ILLUSTRATIVE HAXDS 



263 



ARRANGING THE LEAD 

It is the first game, score love alL Z, the dealer, makes it 
' no-trump." 

+ J 6 4 3 

♦ 9 8 7 6 2 34 
¥ 5 3 2 



J 9 7 6 

+ 8 7 2 
♦ 5 4. 

VA 8 4 




♦ k Q 5 4 3 
+ 109 

♦ J lO 
¥Q J 107 



♦ l08 
4»A K Q 5 

♦ a K Q 3 
¥K 9 6 



TRICK 


A 


Y 


B 


z 


1 


7^ 


2 A 




8^ 




J ^ 


2 ¥ 


3^ 




3 


A^ 


3 ¥ 


44^ 


3* 


4: 


9 A 


5 V 






5 


6 A 


3 + 




K + 


6 


4 V 


44i 


q¥ 


6 ¥ 


7 


8 ¥ 


2 ❖ 


J - 


9^ 


8 


A ¥ 


6 ♦ 


7 




9 


8 + 


6 + 


9 + 


A + 


10 


44 


7 ♦ 


lO f 


A ♦ 


11 


5 ♦ 


8 ♦ 


J # 




13 


2 + 


9 ♦ 


lO ¥ 


Q_l 


13 


7 + 


J + 


10 + 


5 + 



The dealer loses two odd tricks. 



264 



ADVANCED BRIDGE 



ILLUSTRATIVE HAND NO. 35 

Teick 1. — With the ace and a small card^ to your 
partners high card lead at " no-trumps/' the ace 
should nsnally be played^ but B cannot afford to 
overtake his partner's king^ as it would eventually 
establish the ten of spades for Y. 

Trick 3. — Unless A holds the king of hearts, the 
game is lost/ matter what B may lead. To m'ake 
a possible re-entry for A, B sacrifices his queen of 
hearts. Z hopes that B has but two hearts and so re- 
fuses to win this trick. 

It makes but little difference what Y now leads. 
A's spades must make. 



ILLUSTRATIVE HANDS 



265 



NOT UNBLOCKING. DESCHAPELLES COUP 



It is the rubber game, score eighteen to twenty-four against 
the dealer. Z, the dealer, passes the make. Y declares "no- 
trump." 



Al0 9 8 4 
+ A K J 
♦ A Q J 9 
V A J 



No. 35 



^KQ J 6 5 3 
4»8 3 
♦ 6 5 
Vk 8 6 




^2 

+ 109 7 6 
♦ 108 7 

Vl09 7 3 2 



TRICK 


A 


Y 


B 


Z 


1 






7A 


2i|i 




3 A 


8 A 


aA 


2^ 


3 


6¥ 


J V 




3¥ 




8^ 


A V 


5^ 


7^ 


5 


5* 


A^ 


2# 


7^ 


6 


6^ 


Q# 




8^ 


7 


k¥ 


J if 


4.¥ 


9V 


8 


qA 


9A 


3# 


64» 


9 


J A 


lO^ 


4.# 


7 + 


10 


6 A 


9* 


2 + 


94» 


11 


5 A 


K^i 


4 + 




12 


8^^ 


A + 






13 


3 + 


J ^ 




lO^ 



266 



ADYAKCED BRIDGE 



ILLUSTEATIVE HAND NO. 36 

Trick 2. — The dealer^s best play is undoubtedly 
to establish the club suit. A has little reason to 
pass this trick; taking the king with the ace may 
establish the jack in B's hand. 

Trick 3. — Players will so often play for their own 
suit^, with little or no regard for their partner^s hand. 
If the high cards in your suit are against you^ and 
your card of entry has been taken out^, abandon the 
suit and endeavour to help your partner. A infers 
that his partners suit is diamonds and leads the sup- 
porting jack through the king. 



ILLUSTRATIVE HAXDS 



267 



ABANDONING A SUIT 



It is the rubber game, score eighteen to nothing against the 
dealer. Z, the dealer, declares no-trump." 



9 8 7 5 
+ 5 4 

K 3 2 

V K 8 7 



No. 36 



♦ J 



4 2 

9 2 
4 

6 4 



3 2 




4»107 3 

A QIO 9 7 
9 5 



TRICK 


A 


Y 


B 


z 


1 


3V 


7V 


9^ 


lO 




A + 


4* 


3 + 


k4» 


3 


J ♦ 


2# 


5 $ 


6 


4: 


4* 


3^ 


9 


8 


5 


2^ 




A 


3^ 


6 


4A 


5 A 


Q 




7 


2 V 


74^ 


10 


64» 


8 


2 + 


8^ 


7 - 


8 + 


9 


J ¥ 


K 


5 


Q 


10 


94» 


5* 


7 + 


Q + 


11 


6^ 


9 A 


10 + 


J 4» 


13 


4¥ 


J ^ 




A A 


13 


6V 


8¥ 




A 



The dealer loses the odd trick. 



268 



ADTAXCZD BRIDGE 



ILLUSTEATIVE HAXD XO. 37 

Teick 1. — Tlie dealers first object should be to 
win the game. By plaving the ace of spades^ Z is 
assured of ten tricks — four in clubs, four in dia- 
monds^ one in spades^ and one in hearts — whereas 
the play of a low spade or the queen might enable 
B to win the trick and establish the heart suit against 
the dealer; in this case, should A hold the king of 
clubs the game could not be won. 

Trick 2. — In order to unblock the diamond suit 
the ace and king in Y's hand must be led. 

Trick 3. — "Whether or not B covers is of minor 
importance, for the play of a low card does not alter 
the result of the hand. 

Trick 5. — Z finds that his club suit is blocked 
by the two commanding cards in the dummy. The 
only possible way to make the balance of this suit is 
to discard the jack and ten of clubs on the two win- 
ning diamonds. 

Trick 11. — Z takes out A*s king of spades, retain- 
ing the ace of hearts for re-entry. 



ILLUSTRATIVE HAXDS 



269 



^'DISCARDING COMMANDING CARDS" 

It is the first game, score love alL Z deals and passes the 



Q 5 3 2 
4»Q J lO 

♦a K 

3 2 



No. 37 



J 9 7 
4»4. 3 2 
♦ 54-2 

8 4. 




i|» K 5 

♦ l09 8 6 
¥ Q J 10 9 6 



+ A 9 8 7 6 
♦ Q J 7 3 
¥7 5 



TRICK 


A 


Y 


B 


z 


1 


7^ 


A A 


8^ 






2 ♦ 




6 ♦ 


3 ♦ 


3 


4 ♦ 


K4 


8 ♦ 


7 ♦ 


4 


2* 




k4» 


a4» 


5 


5 ♦ 




9 ♦ 


Q » 


6 


3 + 


J + 




J # 


7 


4 + 


2 ¥ 


5 + 


94» 


8 


4 V 


2^ 


6 ¥ 


84» 


9 


9 A 


3 A 


9¥ 


7 + 


10 


J A 


3 ¥ 






11 




5 A 


io¥ 


6 A 


13 


8 ¥ 


A¥ 


J ¥ 


5 ¥ 


13 


K¥ 




Q¥ 


7¥ 



The dealer makes a small slam. 



270 



ADYAi^CED BRIDGE 



ILLUSTEATIA^E HAND NO. 38 

Teick 1. — The jack of clubs must be played to 
the first tricky for otherwise the club suit would be 
blocked^ and it is useless to lead through A^s hand. 
B's best discard is a spade. As A's lead indicates a 
four-card suit^ B can count Z with six clubs. 

Teick 2. — A cannot afford to win this trick, for 
if Z has an entry card the clubs will be made. B 
should not shorten his diamonds or hearts as Y ^as 
four cards of each. He cannot lose by discarding an 
honour in spades. The queen gives A information, 
and if necessary enables B to unblock. 

Teick 4. — A^s lead may be from four spades; B 
must keep the low spade. 

Teick 6. — B can now count all the cards in both 
A^s and Z^s hands. A has shown four spades, four 
clubs, and is marked with the queen of diamonds 
alone ; he must, therefore, have three hearts. Z has 
three remaining clubs, two diamonds, one spade, and 
two hearts. B unblocks the spade suit. 

Teick 8. — A can now count both B^s and Z^s 
hands: B must have four hearts and the ace of dia- 
monds alone; Z has the remaining clubs, a diamond 
and two hearts, 

Teick 9. — It is immaterial what Z now discards; 
if he discards a diamond, A leads the heart; if he dis- 
cards a heart, A leads the ace of clubs, and forces Z 
to lead a diamond to B. 



ILLUSTRATIVE HAXDS 



271 



"COUNTING" 

It is the rubber game, score eight to nothing against tha 
dealer. Z passes the make. Y declares ''no-trump." 



No. 38 



♦ 7 5 3 2 

+ A Q 3 2 

V J 6 4 




♦ Q J 106 4 
♦ 

4 A10 9 8 

V Q109 8 



TRICK 


A 


Y 


B 


z 


1 


2 + 


J 4» 


4A 


4 + 




34» 


K + 




6 + 


3 


Q + 


5 + 


84 


7 + 


4: 


2^ 




lO ♦ 


8^ 


5 


J ♦ 


3^ 




2^ 


6 


3 A 


A A 


J ♦ 


9 A 


T 




5^ 


10 4 


4^ 


8 




2¥ 




84> 


9 








64 


10 




7 V 


QV 


A y 


11 


6 V 




9 V 


3 V 


13 


A^t 






9* 


13 




K4 


lo V 


io4» 



The dealer loses the odd trick. 



272 



ADYAi^CED BRIDGE 



ILLUSTEATLYE ILANB NO. 39 

Trick 2. — A should not continue the lead of dia- 
monds; the weak hand would "ruff/' 

Trick 3. — Z can exhaust the trumps and make the 
club suit, but will then be left with two losing dia- 
monds. Before attempting to get the trumps out, 
he must allow Y to trump these losing cards. 

Trick 5. — Hasty play by the dealer at this point 
would incur a loss of four or five tricks. If Y trumps 
with the eight of hearts, the trump suit is blocked 
and Z has no way of obtaining the lead. Euflfing with 
the ace enables the dealer to unblock the trump suit 
and make the clubs. 



ILLIJSTKATIVE HANDS 



273 



ALLOWING THE WEAKER HAND TO "RUFF" 

It is the first game, score sixteen to nothing against the 
dealer. Z deals and makes it hearts. 



♦ q J 9 8 5 
+ 9 

4A K Q108 
^3 2 




No. 39 



4»107 6 2 

♦ J 9 4 2 
¥ 9 7 5 4 



TRICK 


A 


Y 


B 


z 


1 




6^ 


2* 


3 # 




9 + 


34» 


2 + 


A* 


3 




6 ^ 


4# 


5 <r 




5^ 






Ai|^ 


5 




A ^ 


9 4 


7 


6 


2 ^ 


8 ^ 


4 ^ 


K^- 


7 


3 ^ 


6 A 


5 ¥ 


Q ¥ 


8 


8 A 




7 ¥ 


J m 


9 


9^^ 




9 ¥ 


ID ¥ 


10 


Q # 




64» 


5 + 


11 


J ^ 




7 + 


4^^ 


Ifi 


A # 


J 4» 




2 A 


13 




84» 




3^^ 



The dealer makes a small slam. 



274 ADYAKCED BKIDGE 



ILLUSTEATIVE HA^^D NO. 40 

Thick 1. — It would be bad play to hold up the ace 
of hearts. 

The adversary can only make the queen and jack, 
the nine being three times sfuarded in Z^s hand. The 
spade suit must be established at once. 

Trick 5. — As A holds a possible card of re-entry 
in diamonds^, he continues his own suit. 

Teicks 7 AND 8. — Clever play to unblock the club 
suit and to obtain the lead with the eight of spades. 
Z discards his losing diamonds. 



ILLUSTKATIYE HAKDS 



NOT HOLDING UP AN ACE 



It is the rubber game, score love all. Z, the dealer, makes 
it no-trump." 



♦ 8 6 5 

♦ K Q 4 

♦ 7 6 5 4 2 
V AlO 



No. 40 



+ 8 3 2 
♦ K 8 

V KQ J 5 3 2 




3 2 

4» J 109 7 6 5 
♦ J 10 9 
V7 



TRICK 


A 


Y 


B 


z 


1 




aV 


7V 






A A 


5^ 


2^ 




3 




lOV 


5 + 


6 ^ 




J¥ 


2^ 


3^ 


8¥ 


5 


2V 


4^ 


44^ 


9 V 


6 




6^ 


6 + 




7 


2 + 


4 + 


7* 


A + 


8 


34» 


8 A 


9 + 


7^ 


9 


8 + 




10 + 


3# 


10 


3V 


Q + 


J 4» 


Q# 


11 


8^ 


5 ^ 


9^ 


A # 


12 


5V 


6# 


lO ♦ 


J A 


13 




7# 


J ♦ 


9^ 



The dealer wins four odd tricks. 



END PLAY 



End play must be premised by correct inferences 
drawn throughout the previous play of the hand. 
The last three or four tricks often present opportuni- 
ties for brilliant play; opportunities which must be 
lost without a clear understanding of the position of 
the cards. 

It is in the end play that the novice is most de- 
ficient. He plays the last few cards carelessly, with- 
out the least thought of the possibilities they offer. 

In striving to gain by clever end play, do not 
lose sight of the fact that the game should be made 
before you incur unnecessary risks. With the game 
once won, you are justified in resorting to any strat- 
egy that may gain extra tricks. 

The best play of the last cards of a hand is most 
often obtained by throwing the lead. The following 
are examples of this, as well as other methods of 
gaining tricks. 



277 



Ei>'D PLAY 



REFUSING TO DRAW THE LOSING 
TRUMP 



No. 1 







4» 




4- 4- 




4. 4. 






4. 4. 




4" 






4* 
4.^4. 




4. 4. 




4. 4. 




4. 4. 



♦ ♦ 

♦ ♦ 

♦ ♦ 




Hearts are trumps. Z should lead J(» king. 



280 



ADVANCED BRIDGE 



LEADING THE LOSING TRUMP 



No. 2 




Hearts are trumps. Z should lead^« 5. 



EJ^D PLAY 



281 



THROWING THELEAD 



No. 3 



»X X 




Hearts are trumps. Clubs have not been led. Spades have 
all been played. Y has the best diamond. Z leads ^ 7. 



ADYAXCED BEIDGE 



LEADING A SINGLETON 



No. 4 




Y 



A B 



Z 



♦ 


♦ ♦ 

















Hearts are trumps. Z holds the two commanding diamonds 
and the thirteenth trump. Clubs have not been led. Z leads 
JJi 3 in the hope that A may hold the ace and not play it. 



'END PLAT 



383 



SAVING A LOW TRUMP TO LEAD 



No. 5 




Hearts are trumps. A leads ^ king. Z trumps with ^ jack 
and leads ^ 3. 



284 



ADVANCED BRIDGE 



REFUSING TO OVERTRUMP 



No, 6 




Hearts are trumps. Y leads king ♦ B niffs with V 10. 
Z should discard. 



END PLAY 



285 



THE EXTRA TRUMP 



No. 7 




Hearts are trumps. Z should lead ^ 6, net # 8. 



386 



ADVANCED BRIDGE 



UNBLOCKING 



No. 8 




No-trumps." A leads J(b king. Y should discard ^ queen. 



ESD PLAT 



28: 



MAKING A TENACE 



No. 9 





Hearts are trumps. The remaining trumps are all with A 
and Z. Z should lead V five 



GLOSSARY 



Book. — The first six tricks won by the same partners. 
Bring-in. — To make the cards of a suit. 

By Cards. — The number of tricks won, more than six, or oyer 
the ''Book," is the number by cards. For instance, eight 
tricks are equal to two by cards 

Cards of Re-entry. — A winning card which will bring into plav 
another suit. Sometimes the re-entry is in the suit itself, 
but when a suit with a re-entry is spoken of, it means that the 
re-entry is in another suit. 

Chicane. — A hand dealt without a trump. 

Command. — The best card or cards of a suit. The ability to 

stop the suit at any time. 
Coup. — A brilliant play resulting in gain. 

Covering. — Putting a higher card on the trick when not the last 
player. 

Cross-ruff. — When two suits are being trumped by opposite 
hands. 

Des Chapelles Coup. — Sacrificing a high card, by leading it to 

make an entry card for your partner's hand. 
Discarding. — When unable to follow suit, throwing away a 

card of a suit which is not trumps. 
Doubling. — Increasing the value of the trick points. 
Doubtful Cards. — Cards which may or may not win tricks. 
Ducking. — Refusing to play the master card of a suit, with the 

object of making the smaller cards in the suit. 
Dummy. — The player whose cards are exposed on the table. 
Duplicate. — A modification in which each hand is played more 

than once. 

Echo. — Playing a higher card before a lower, to your partner's 
high card lead. 

289 



290 



ADYA^s^CED BRIDGE 



Eldest Hand. — The player on the dealer's left. 
Entry Card. — A card, with which you can obtain the lead. 
Established Suit. — A suit in which the partners can win eyery 
trick. 

Exposed Card. — Any card which is shown, but is not played to 
the trick, such as one or two cards inadvertently played at 
once. 

Fall. — The cards as they are played. 

False Cards. — Playing the ace, holding the king, or any simi- 
lar attempt to conceal the cards held. 

Fir esse. — Any attempt to win a trick with a card which is not 
the best in the hand, nor in sequence with it. 

Follow. — The cards played of the suit led. 

Forcing. — Making a player trump to win the trick. 

Fourchette. — The card next higher and next lower than the one 
led. Holding jack, nine, ten led — you hold a fourchette. 

Fourth Best. — Counting from the highest card in the suit. 

Going Over. — Doubling the value of the trick points. 

Guarded Suits. — A high card so protected by smaller cards 
that it cannot be caught by the adversaries' lead of higher 
cards. 

Holding Up. — Refusing to play the best, and sometimes the 
second best card, of a suit. 

Honours. — In trumps the A K Q J 10 of the suit. At ''no- 
trumps," the four aces. 

Leader. — The first player to any trick. 

Leading Through. — Leading suit with a view to what the 

second hand holds in it. 
Leading Up To. — Playing a suit with a view to what the fourth 

hand holds in it. 
Little Slam. — Twelve tricks won out of thirteen. 
Long Suit. — A suit of more than three cards. 
Long Trump. — The last trump in play. 
Losing Cards. — Cards which cannot possibly take tricks. 
Love-all. — The state of the score before either side has made 

a point. 



GLOSSAKY 



291 



Master Cards. — Any card of a suit the best in play. 

Odd Trick. — The first trick over the book of six. 

Opening. — You open " a suit when you are the first to lead a 

card from the suit. The original leader is said to make the 

opening lead. 
Original Lead. — The opening of the hand. 
Pass. — When no effort is made to take a trick. 
Revoke. — Renouncing while still holding cards of the suit led. 
Round. — The cards that compose the trick. 
Rubber. — Two out of three games. 
Ruffing. — Trumping a trick. 
Sequence. — Two or more cards of equal value. 
Short Suit. — Any suit of less than four cards. 
Singleton. — A suit of which you hold originally but one card. 
Slam. — Winning all thirteen tricks. 

Tenace. — The best and third best of a suit. Ace and queeii 

are tenace over the king, jack. 
Third Hand. — The leader's partner. 

Throwing the Lead. — Purposely playing a losing card that you 

may not retain the lead. 
Unblocking. — Getting rid of a card that may stop the run of a 

long suit. 

Underplay. — Playing a low card with a higher card in hand. 
Weak Suits. — Those in which tricks are impossible, or very 

improbable. 
Weakness. — Inability to stop a suit. 
Younger Hand. — The partner of the original leader. 



I 



INDEX. 



Ace, king, jack combination, 
127 

Ace, queen, jack combination, 
125 

Ace, jack, ten combination, 
129 

Ace and king, lead from, 60 
Ace, lead of, 64 
Ace denies king, 64 
Accepting force, 143 
Advantages of discarding 

strength, 120 
Arranging the lead, 131 
Avoid leading trumps, 141 
Avoid weak red makes, ZZ 
Avoid opening trumps, 70 
Avoid leading from short 

trumps, 72 
Avoid leading from suit with 

one honour, 72 
Abandoning spade hands, 49 

Bridge for three players, 24 
Bridge, laws of, 1 
Bystanders, 20 

Cards exposed before pLay, 13 
Cards exposed during play, 13 
Cards played in error, 16 
Changing suits, 74 
Choice of suits to lead through, 
79 

Choice of suits to play for, 151 
Chicane, 4 
Clubs, 46 

Convention, heart, 57 
Convention, weak suit, 57 



i Covering honour vrith honour, 
! 93 

j Combining hands of dealer and 
j dummy, 125 
, Combinations to be avoided, 
' 131 

Cutting, 3 

Cutting out, 4 

Dealer's play of ''no-trump" 

declaration, 151 
Dealer's play, 124 
Defensive play against red 

makes, 59 
Dealing out of turn, 13 
Declara/tion, the, 31 
Declaring to the score, 27 
Declaring trumps, 8 
Deal, a new, 7 
Deal, the, 6 

Defence against overtaking 
and ducking, 172 

Desire to ruff, 75 

Diagrams of good combina- 
tions to lead from, 62 

Diagrams of bad combinations 
to lead from, 61 

Diamonds, 43 

Diamonds, original, 43 

Diamond make for safety, 45 

Diamond make, rule for, 45 

Discard, the, 116 

Discarding strength, advan- 
tages of, 117 

Discard against declared 
trump, 117 

Discard from weakness, 119 



293 



294 



Discard from strength. IIS 
Discard at "no trump.'* IIS 
Discarding, liints on, 121 
Discarding partner's suit. 121 
Discarding by the dealer. 122 
Discontinuing lead of trumps. 
144 

Discards, forcing, 148 
Doubling, 51 

Doubling gives information to 

partner, 53 
Doubling to the score, 53 
Doubling on the rubber game, 

52 

Doubling spades, C2 
Doubling no-trump. 53 
Doubling, redoubling, et: ., 9 
Doubling to prevent loss, 53 
Ducking, 166 
Dunmiy, 11 

Echo, the, 88 
Eleven, rule of, 67 
Estimating the value of a hand, 
54 

Establishing adversaries' stiit, 
81 

Establisliing small cards, 151 
Etic^uette, 21 

Examples of fourth-best leads, 
62 

Examples of bad openings 
against declared trump. 
61 

Examples of hands that shotild 

not be passed, 42 
Examples of opening leads, 63 
Examples of inference from 

opening leads, 68 
Examples of leading trumps to 

the maker, 71 
Examples of leading trimips 

through dummy, 71 
Examples of no-triunp makes, 

38 



Examples of short suit open- 
ings. 77 

Examples of second hand plavs 
137 

Examples of imblocking, 109 
Examples of original leads at 

no trump. 106 
Exhausting trumps. 144 
Exposed card before play, 13 
Exposed card during play, 13 

False-carding, 122 
Finesse obhgatory, 134 
Finessing. 132 
Finessing by dealer, 132 
Finesses, locating, 135 
Finessing against partner, 81 
Five hearts including three 

honours. ^-0 
Five hearts including two 

honours. 41 
Five hearts with one honour, 

41 

Forming tables. 3 
Forcing discards, 148 
Forcing strong hands, 89 
Forcing. 89 
I Fourcliette, 94 

Four hearts v^-ixh three honours 
41 

! Fourth best leads, examples of, 
62 

: Fourth best leaci, 96 

, General inferences, 99 

General rules, 19 
j Gi\ing correct information to 
I partner. 60 
j Giving partner ruff, 75 

Holding up by non-dealers, 
111 

Holding tip, examples of, 112 
Hearts," 38 



295 



Hearts in preference to "no 

trump/' 42 
Heart combination, 39 
Heart convention, the, 57 
Hearts, not "no-trumps," 43 
Hesitating in play, 93 
Hints on discarding, 121 
Holding the lead, 63 
Honours, value of, 4 
How to draw inferences, 97 
How to play to partner's 

trump opening, 73 

Illustrations of inferences from 
third hand plays, 82 

Information, give to partner, 
61 

Inferences from opening leads, 

examples of, 68 
Inferences from third hand 

play, 82 
Information, value of, 96 
Information, giving partner, 96 
Inferences, how to draw, 97 
Inferences, general, 99 
Inferences, 95 

Inferences regarding the make, 
98 

Information given b}^ doubling, 
52 

Inferences from low card leads, 
67 

Inferences from high card 
leads, 64 

Keeping command of adver- 
sary's suit, 153 

Keeping the lead, 151 

King, jack, ten combination, 
129 

Laws of Bridge, 1 
Locating trmnps, 104 
Locating finesses, 135 
iLong suits, leading from, 60 



Long suit, value of, 42 

Low card leads, inferences 

from, 68 
Leading trumps, examples of, 

71 

Leading up to dummy, 87 
Leading to force, 89 
Letting partner ruff, 90 
Leading fourth best, 96 
Leading red suit to dealer, 105 
Leading weak suit at no- 
trump, 105 

: Leading from weak hand, 130 

i Leading trumps to prevent a 
ruff, 74 

! Leads out of turn, 15 

Leading through strength, 77 

! Leading through king in dum- 

I my, 79 

I Leading long with four trumps, 
76 

Leading short with six trumps, 
76 

Leading red suit on passed 

make, 75 
Leading highest of short suit, 

76 

Lead when spades are trumps, 
72 

Leading trumps to throw the 
lead, 71 

Leading trumps from sequence, 
70 

Leading trumps to prevent a 

ruff, 143 
Leading up to strength, 70 
Leading from long suit, 62 
Lead of the ace, 64 
Lead of ace and king, 65 
Lead of the king, 65 
Lead of the queen, 65 
Lead of the jack, 66 
Leading jack from king, jack, 

ten, 66 
Lead of the ten, 66 



296 liiTDEX 



Lead of the nine, 67 
Leading to save slam, 60 
Leading from sequence, 61 
Leading from ace and king, 65 
Leading trumps in doubled 

spades, 56 
Leading from weak trumps, 

74 

Leading through weakness, 78 
Lead when partner has doub- 
led, 55 
Leading short suits, 68 

Making high cards, 60 
Making to score, 31 
Management of trumps by 

dealer, 139 
Miscellaneous combinations, 

130 
Misdeal, 10 

New deal, 7 
New cards, 20 

Non-dealer's play against a 

no-trump*' hand, 102 
Non-dealer's play to the score, 
29 

Non-dealer's play against a 

declared trump, 59 
*' No-trump " declaration by 

the dealer, 32 

No-trump " with three aces, 
35 

No-trump '^ with two aces 
and one other guarded suit, 
35 

No-trump " with two aces, 36 
" No-trump with one ace, 37 
" N >-^rump "without an ace, 37 
Not returning lead of trumps, 

73 

Not leading from single honour 

suits, 72 
Not leading from tenace suits, 

72 



Not forcing strong trump 
hand, 142 

Obtaining a ruff, 141 
Opening leads, examples, 63 
Opening a short suit against a 

" no-trump " declaration, 107 
Original lead at "no-trump," 

examples of, 106 
Original lead at "no-trump," 

103 

Opening short with strong 

hand, 74 
Opening lead, the, 60 
Opening lead against trump 

declaration, 60 
Original lead, the, 103 
Original lead at "no-trump," 

106 

Original trump openings, 70 
Original trump openings from 

strength, 72 
Overtaking and ducking, 171 
Overtaking and unblocking, 

170 

Overtaking, 163 
Overtrumping, 147 

Passed makes, 47 
Passed red makes, 49 
Passed black makes, 48 
Placing high cards, 81 
Placing partner in lead, 75 
Playing before dummy, 92 
Playing ace second in hand, 94 
Playing through strength, 77 
Plajdng to the score, 28 
Playing before dealer, 94 
Preventing ruff, 74 
Preventing ruff, leading trumps 
to, 143 

Redoubling, 10, 54 
Returning partner's lead, 91, 
109 



IXDEX 



397 



Re-entries, saving, 157 
Red makes defensive, 39 
Re-entry cards, 148 
Reverse discard, 122 
Revoke, the, 17 
Rights of entry, 5 
Rubber, the, 1 
Ruff, obtaining a, 140 
Ruff, preventing a, 74 
Ruff, desire to, 75, 88 
Ruff, giving partner, 78 
Ruff, letting partner, 88 
Rule of eleven, 67 
Rules for " no-trump " decla- 
ration by the dealer, 34 
Rules for the heart make, 40 

Saving game, 151 
Saving re-entries, 157 
Score, the, 27 
Scoring, 1 

Seeing dummj^ hand, 59 
Second hand plays, 136 
Second hand plavs, examples 
of, 137 

Short suit openings, examples 
of, 77 

Short suit openings, 74 
Second hand play, 91 
Shuffling, 6 
Slam, 4 

Short suit, leading from, 74 

Spades, 47 

Spades, original, 47 

Strength indicated by trump 
opening, 70 

Strength indicated hy doubl- 
ing, 51 

Suggestions for third hand 
play, 80 

Taking out re-entry cards, 115 
Trumps, leading in doubled 

spades, 73 
Trumps, avoid leading, 72 
Trump, original openings, 70 



Trumps, leading up to strength, 
70 

Trump, opening from strength. 
72 

Trump lead, not returning, 73 
Trusting partner, 99 
Trumping losing cards, 141 
Trump opening indicates 

strength, 72' 
Trump lead when weak hand 

can ruff, 74 
Trump lead against a spade 

make, 72 
Trump opening from strength, 

72 

Tenace, not leading from, 62 
Third hand play, 80 
Throwing the lead, 150 

Unblocking, 161, 170 
Unblocking trump suit, 142 
Unblocking, 108 
Unblocking, examples of, 109 

Value of long suit, 42 
Value of tricks, 4 
Value of information, 96 

Watching dealer's discards, 135 
Watching fall of cards, 98 
Watching partner's play, 98 
Watcliing adversaries' play, 98 
Weakness, leading through, 71 
Weak trumps, leading from, 71 
Weak suit convention, the, 57 
When to lead through strength, 
78 

When to lead trumps, 139 
When not to lead trumps, 141 
When to draw the remaining 

trumps, 144 
When to trump, 146 
When you play before the 

dummy, 92 
When you play before the 

dealer, 94 
Win the first trick, 59 



MR, ELWELL'S FIRST BOOK 



Elwell on BRIDGE 

Illustrated i6mo, I1.25 net 



" Of all books that have been written about Bridge 
. . . there is none containing so much that is practical 
and of real assistance." — N. Evening Telegram, 

Mr. Elwell is well-known as the leading instructor 
in Bridge in this country." — Washington Post, 



A complete explanation of this 
popular game with a rule and a reason 
for each play. 

The practice and the strategy of 
the game illustrated by means of 
hands played completely through and 
taken from actual play. 

With the laws of Bridge in full. 

A book for the beginner, the ad- 
vanced player, and the expert. 

Mr. J. B. Elwell is well known as 
one of the most successful of teachers, 
and his reputation as a player is second 
to none in this country. 



CHARLES SCRIBNER'S SONS, PubHshers 

^53-157 FIFTH AVENUE, NEW YORK 



NOV 7 1905 



BRIDGE TOUR- 
NAMENT HANDS 

The Analysis and Complete Play of the 
Hands in the Evening Telegram Tournament 

By J. B. ELWELL 

Author of ''Elwcll on Bridge" and '^Elwell's Advanced Bridge" 

With 1 2 full-page Illustrations. 6o cents net 

(Postage, 5 cents) 



THIS interesting and valuable book 
contains the full statement of the 
remarkable Bridge Tournament con- 
ducted by the author on the editorial page 
of the New York Evening Telegram in which 
more than fifteen thousand persons in dif- 
ferent parts of the United States partici- 
pated as contestants. Mr. Elwell here 
analyses and illustrates the complete play, 
showing and fully explaining the twelve 
hands played. The names of those players 
presenting correct solutions are also included 



CHARLES SCRIBNER'S SONS 
^53-157 Fifth Avenue, New York 



•!0 



